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I don't think any of the items in the gameplay video had a durability rating.
If durability is indeed gone, I can't say I'd miss it much. I'm not sure that those trips back to town to repair whatever broke enhanced the game for me. I guess you could still do it for Charges on weapons (if that idea returns).
This would impact two other major weapon classes: throwing weapons and bows/crossbows. If an axe doesn't degrade, then a bow shouldn't run out of arrows, and knives/javelins/exploding gas potions should be unlimited. This doesn't mean the weapons would be unbalanced, on the contrary: they'd all be on equal grounds with the new system.
Melee classes were always in big disadvantage when it comes to killing and durabilty. First you needed to find that kickass weapon before you could kill a thing, then you also got the bigger repair bills the better weapon you had.
Casters hardly ever had to repair their items.
But perhaps the game demo just didn't have durability yet. The items were created just for the demo so they could easily make them whatever they want.
If durability truly is gone, you can say bye-bye to any chance of gold being worth something. If they truly intended gold to be worth something, they'll keep as many gold sinks in the game as possible, not remove them.
I like durability, personally, but I feel it doesn't cause as much detriment as it should. How much defense armor provides should dwindle with its durability in my opinion, to give you more incentive to repair aside from "Oh, the little number thingy is 5/30." And since critical strikes seem to be a part of the game, durability could also decrease critical strike chance of weapons. I'm not saying as soon as you're at 29/30 it should start penalizing your armor rating, but once it starts getting really low, it should.
What I meant was it'd be a single step backwards if they intend to make gold worth something, because it was one of the only money sinks we had. Not saying it alone must be the entirety of our gold usage, just that it wouldn't help matters to remove it.
While I wouldn't miss it, I also wouldn't complain if durability returned, but I think there are more clever money sinks that keep the game moving forward.
Which would you enjoy more: paying to fix your polearm, or paying to go on some random mini-quest offered by a merchant in town?
I'd kind of like to see them keep durability just because if durability is gone wouldn't ethereal be gone also? Most of the stuff on my mercs are ethereal just because of the higher stats on them, not to mention runewords placed on an ethereal item.
I'd kind of like to see them keep durability just because if durability is gone wouldn't ethereal be gone also? Most of the stuff on my mercs are ethereal just because of the higher stats on them, not to mention runewords placed on an ethereal item.
I think the ethereal property was poorly thought out, exactly because of what you said. Any ethereal item that isn't used on a merc or isn't indestructible/self repair is automatically thought of as worthless by most players. And then there are the wands, staves, and things like that which don't get any useful bonus from ethereality. Not something I'd want to keep in the game.
Durability doesn't really add much to the game. If the super high end items had super high repair costs, then it would make sense to keep it though.
Good point about the worthlessness of some eth gear. And lets not forget eth gloves/belts. They are going to get damaged to 0 durability because you can't zod them or use on merc. The extra def is too little on eth gloves/belts to make a difference anyway.
That said, I'd like for eth items to return in d3, just with more thought and foresight like you mentioned.
Eth items add that slim possibility of squeezing in more damage on your favorite weapon.