Good thoughts all round. I think it’s safe to say that durability is more a nuisance/annoyance than something that adds tactical depth. It needs a revision, it needs some new idea, before it’s actually viable, gameplay-wise.
I like Nivv’s suggestion of skills that can strategically cause havoc to certain items. I also think Aerlynn’s point about some equipment being so essential to a character (a warrior’s weapon, for weapon), that a skill that can just break it would be too OP.
So is there a happy medium?
Let’s take Nivv’s idea of certain skills ruining the effectiveness of particular items – that is pretty cool, and far more interesting than the way durability currently plays out.
Say there’s a generic fireball skill that has x% chance of randomly knocking back the durability of some armour pieces. The durability knockback (since it’s restricted to just this fight, if durability ideally goes back to full health after each battle) is significant enough to be meaningful, but not enough to be overpowered – helmet is now 25% less effective, boots are now 20% less effective, after that fireball - all of which is totally random: it might be that nothing gets ruined.
Weapons, then, are a VERY special case, in that only the most uber, high-cost spells/skills can damage them – and although the damage is still meaningful (30%, say), it doesn’t completely nullify that character’s usefulness. And we still have some 'recharge' mechanic going on - like when you're frozen for 2 rounds, but after those 2 rounds, the weapon recovers its loss.
Last edited by smokey; 25/09/16 09:24 PM.