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Old 04-04-2007, 03:44 PM   #11 (permalink)
Faylaen
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I think it is pretty safe to assume ability usage still factors in to durability loss. Tanks spam abilities more than most classes: the more abilities, the more hate, the better, whereas other classes will tend to err on the side of holding back, less abilities, less aggro, less pulling the mob off the tank.

The only guy whose gear breaks even close to as fast as mine (I play a DK) is a necro, who is extremely active. I still think ability usase is the main contributing factor, which is why a healer in a good group doesn't lose much durability.
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Old 04-04-2007, 03:48 PM   #12 (permalink)
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I agree to the lenghten time to decay but I still get upset with the fact that why are tanks having to fork out coin when everyone else seems to getting no real money sink. If this was indeed a money sink why are tanks the only ones really affected. Perhaps if they started adding money sinks to other classes it would get a bit more attention. ie: Adding spell components etc...

I just think we get poor while other classes get rich. No justice!!

I would be happy if you could last 8 hours.
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Old 04-05-2007, 12:15 PM   #13 (permalink)
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I'm lasting a good amount, pretty much all day with legendary weaps and all heroic / rare gear. The cost still is a bite in the ass, but its better
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Old 04-05-2007, 12:36 PM   #14 (permalink)
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Quote:
Originally Posted by Orccor View Post
I agree to the lenghten time to decay but I still get upset with the fact that why are tanks having to fork out coin when everyone else seems to getting no real money sink. If this was indeed a money sink why are tanks the only ones really affected. Perhaps if they started adding money sinks to other classes it would get a bit more attention. ie: Adding spell components etc...

I just think we get poor while other classes get rich. No justice!!

I would be happy if you could last 8 hours.
After 7 hours in Greystone last night (42-44 group), our tank was at around 40% with full rare/heroic/legendary gear, cost him 26s to repair. I was at 65%, cost me around 15s to repair. Both of us came out with ~75s in vendor trash, so we both made a profit.
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Old 04-05-2007, 01:16 PM   #15 (permalink)
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< is the tank Leaf refers to

I'm level 42, in full rare/heroic/legendary 37th -40th level gear. Most of my gear was still around the 65-70% mark, with like 4 pieces at 40-50%. Cost me 26 silver to repair, with about 75 silver in vendor trash, so I made around 50 silver, which isn't half bad. This system feels just about right to me. No complaints atm.
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Old 04-05-2007, 01:21 PM   #16 (permalink)
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I will have to say it has been a lot better and yes I can make some cash now. But it is just a tank money sink. Make it fair across the board for all and not just tanks is what I'm trying to say.
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Old 04-05-2007, 02:26 PM   #17 (permalink)
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I will have to say it has been a lot better and yes I can make some cash now. But it is just a tank money sink. Make it fair across the board for all and not just tanks is what I'm trying to say.
I dunno, I'm still getting my butt kicked and seems the same 3 items. BP/Legs and weapon just get the hell smacked out of them in less than 5 hours they break. Other items in the 30-40s when this happens.

And I totaly agree they need to simply adress this issue. tell us wether it is going to stay this way because it adds realisim and tanks armor should decay faster so groups can help offset the tanks costs.

Or if it is intended as a gloabl moneysink then fix it so tanks stop getting the brunt of it.

The money is of alot less concern to me than the rate of decay at this point.

It's supposed to be fun too, it is a game. And having to leave group to repair is simply not fun. Not for me or the rest of my group who has to sit and wait for me to get back.
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Old 04-05-2007, 11:51 PM   #18 (permalink)
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I dunno, I'm still getting my butt kicked and seems the same 3 items. BP/Legs and weapon just get the hell smacked out of them in less than 5 hours they break. Other items in the 30-40s when this happens.

And I totaly agree they need to simply adress this issue. tell us wether it is going to stay this way because it adds realisim and tanks armor should decay faster so groups can help offset the tanks costs.

Or if it is intended as a gloabl moneysink then fix it so tanks stop getting the brunt of it.

The money is of alot less concern to me than the rate of decay at this point.

It's supposed to be fun too, it is a game. And having to leave group to repair is simply not fun. Not for me or the rest of my group who has to sit and wait for me to get back.
I am with garn on this. first weekend it went in i played about 12 hours and never repaired now its about 8 hours and my bp/legs/weapon are broken and everything else is at 40%.

I can make a profit now though so it is better. But i think they need to decide if this is it or not.

I am starting to carry around extra weapons and leg pieces to swap in and out of.

All my stuff is rare or higher as well. I am a quest whore so i have done tons of quest, which keeps my gear looking good and my pockets from getting too light.

I have to say its alot better but i still see some room to work out the bug with bp/legs/weapons. I cant complain too hard this is alot better and managable.
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Old 04-06-2007, 03:22 PM   #19 (permalink)
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The target repair times are between 4 and 6 hours currently, so it sounds like things are actually working as intended.

If that intent needs to move, as many of you suggest, then we will further evaluate things. Making the times longer than this presents its own set of issues.

That said, we probably need to make repair stones more accessable or some other solution to stop people from having stop what they are doing and return to town for those players that play extended sessions.

~Tagad

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Old 04-06-2007, 03:37 PM   #20 (permalink)
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I think its fine now, it was more the pain of going to repair in when you are in a crawl. I can last all day with a legendary weap and rare / heroic gear now.
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