Originally Posted by mbpopolano24
Eliminating durability and repair is a terrible idea, pushing the game even forward into those “streamlined” ideals so close to causal gaming. I do agree that, as it is now, the system makes little sense.


Complexity does not equate to depth.

Durability exists to add a monetary cost to breaking containers and doors, and discourage doing so with excessive frequency(because you can't really stockpile the resource you use to do it: repair tools/gold, since it is also expended elsewhere).

How the gameplay goal is achieved is irrelevant, and from an immersion perspective, the current one is just as jarring(your axe that would realistically be able to cut down any wooden door without a problem is half-broken after bashing down a single, shoddy looking, one) as having no durability would be(given the replacement rate on equipment, a realistic value would be so high as to be irrelevant, so it might as well be skipped altogether).

Hence I return to my suggestion:
Originally Posted by Naqel
Instead of durability and repair hammers, we should have a Disarm and Disrobe status/effects that allow an enemy to strip your gear(forcing AP use to re-equip), and Crowbars that act like super-lockpicks(rare, but require no skill to use).

With Crowbars in game, no door should be breakable through damage.


Separate statuses for the interesting implications of a weapon being disabled, straight-forward solution to restricting the supply of door-bashing equipment.
Chests can stay bash-able, because the cost is in the risk of damaging the contents/hauling them around till you can open them.