I wrote a big huge thing about the importance of identifying in games until I remembered that it's not on the table.

Here's what I think about durability: It's a cool mechanic in games where you're worried about how to stretch your resources, games with survival elements and stuff. I like those games, I modded my Morrowind/Oblivion/Skyrim to have food/water/rest mechanics and put the wonderful Frostfall mod into Skyrim and had a really cool experience. Worrying about your weapons and armour being in shape because you're so far from home and you need them and you can't get back easily to have someone fix them for you is a nifty feeling. Being lost, strained on supplies, and worried about your equipment's integrity can be a fun time.

Durability is also important in dungeon crawlers, as a natural way to create a "you can only go so far" mechanic. Durability, inventory space, quests and potions all work together in those games to make a rhythm of how long you spend out and when you come back. It's very useful there not as an atmospheric thing, but as an integral part of the gameplay loop.

For this game? I donno. I get the idea that you don't want people bashing down everything they see, but durability doesn't help that cause everyone's already probably gonna be at least half wizard and they'll just magic the doors down. I get you want some gold sinks, but it wasn't exactly expensive to keep up armour and weapons, and mages get to skip that whole thing anyway. So I'm really struggling to see how durability fits into this game in particular. I'm not opposed to its existence, but I have a hard time figuring out if the game needs it at all because there's so many ways to not care about it and it doesn't really enhance the flavor of the game.