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Hey I was just wondering how the durability is going to work mid-late game. As a ranged character (Demon Hunter, Witch Doctor, Wizard), you usually don't get hit as much as a melee character (I would hope), so a melee character is going to be spending a lot more on repair. If item durability degrades by being hit then the monk and the barbarian's armor will need fixing more often. Does anybody know if barbs and monks gear is cheaper to fix to counter this? Or is durability lost by time spent using it as well? Item repair is supposed to be a major gold sink later in the game, so if the 3 ranged classes are spending significantly less gold repairing items does this need fixing?
I think that in THEORY melee characters spend less gold on repair, but in practice, even if you're a ranged character, you're still going to get hit a lot, so I think that it works out to be similar amounts of gold spending.
Melee classes may need to spend a wee bit more, but I don't think it's going to be significant.
It's an interesting point though - I'd like to know how this works out in D3 as well :P.
I think it will be similar to WoW, where Hunter's get slightly more gold in dungeons to pay for arrows. In Diablo 3 I wouldn't be surprised if melee characters make slightly more gold to pay for repairs or if their armour generally has greater durability on it.
How does the game go by termining what is a "melee" and what is a "ranged" armor? Durability linked to affixes?
edit: I guess it could vary depending upon the class equipping it, jumping from 70 to 130 if a barbarian carries the item or so.
This is completely false. Hunters do not get more gold in wow to pay for arrows. I also doubt this will be the case in d3. This could probably be testing in the beta.
It will be interesting to see if ranged does end up paying less on average for repairs than melee though.
If they balanced it so that Barbarians had to pay most for repairs, but other classes had other expenses that would be fine. But that would just be overcomplicating things.
Easiest solution is for everyone to take "damage to gear" the time they spend in combat, whether they are hit or not, and everyone pays the same.
Is the durability/repair mechanic not in Beta?
I'm sure the non-death repair costs will be negligible anyway. This is such a silly thing to worry about.
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