Originally Posted by Stabbey
Originally Posted by Gyson

That aside, perhaps a solution rests with the repair (hammer) tool itself. The trick with durability is that there has to be a consequence preventing you from repairing your gear whenever you want. Otherwise, skills like Lockpicking lose their usefulness as getting through locked doors and containers only requires patience and multiple clicks of the Repair function on the weapon you use to bash these obstacles with.


You can also use magic spells and things to knock down doors too. I used a Summon Wolf spell to chew through one. That would also make Lockpicking useless, regardless of what is done to Repair.

That sounds like it should be a bug. Doesn't that make the Unlock spell rather pointless if mages can blow apart locked doors and containers without point-investment or equipment penalty?

Originally Posted by Stabbey

Repair 1:
- Tier 1 Equipment (non-magical) is repaired to 60% Durability
- Tier 2 Equipment (Magical) is repaired to 40% Durability
- Tier 3 Equipment (Rare) is repaired to 33% Durability
- Tier 4 Equipment (Legendary) is repaired to 20% Durability
- Tier 5 Equipment (Super-Awesome) is repaired to 10% Durability

...



I'm struggling to understand what the drawback of a low Repair skill is with this setup. Let's say I have a magical piece of equipment and a Repair skill of 1. So, I repair the item to 40% of it's maximum durability. Ok.. so when that 40% wears out I just repair it back up again? Seems like I just have to repair more often and that's it. What's my incentive to continue raising my Repair skill?

I must be misunderstanding something, and I'm concerned the system is getting too complex. This has got to be something that new players can understand easily because the game can't point them to a forum post the first time they realize they need repairs.