11-12-2004, 07:40 PM
Brother Laz,Nov 12 2004, 02:30 PM Wrote:Nevertheless, I predict after the spirit healer durability loss reduction in the next patch, there'll still be a lot of whining and the durability loss from death will be changed to 5% in the patch after that, which should be the retail patch. Be there. :)
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Its not the 10% per death that I have problem with. That is a good percentage to help discourage bad playing. It is the cost involved with getting those repairs done once you are back at a city or town to do the repairs in. When 2 deaths (20%+ durability reduction across all items, worn and in inventory) will cause the repairs to usually exceed what can typically be made on some of the runs; then you have the repair problem.
Another aspect that you are not seeing at your level is the reagent problem. While I feel the costs were too steep to start with, I do expect that they will get balanced better in the next few patches. The biggest problem with them is that the eat heavily into the limited inventory space of the characters. Not everyone has all the largest sizes of bags available to use. A simple case to look at is my mage who now needs to take up 2 inventory slots to carry 2 different runes for casting the personal teleport to major cities and the group portal to cities. I do feel the cost for those runes is steep, but the worst aspect is the needing to keep 2 bags slots tied up for having these spells usable. This does not take into account having reagents for buffs or the feather fall spell. Currently I am not even going to bother trying to use those at all, even if the cost comes down due the inventory space issue. This could have been easily seen if they had looked at what most players are already putting up with inventory gripes concerning some of the quests. When Arkthorn goes to turn in one quest it is going to take 12 spaces in inventory to carry the required items to the quest giver. Think of what it would mean to also have to be carrying 6+ items to just have the option to use some of the skills. This is not to say that there is some important balancing issues involved with having some reagents to controls some of the spells; I do agree that they are needed in cases including the mage teleports. But they could have instead done as one poster suggested; personal teleport requires 1 rune to cast and the group teleport requires 2 runes to cast. Net effect is that only a one space hit on the character is needed to put a restriction on the usage of 2 spells. These lack of forethought on some of these issues are what is starting to cause a lot of the outcry.