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If your response for something that needs repairing after approximately a dozen uses is just "repair it", then you're missing the point.
Can you imagine if you bought a hammer, started building a fence, and after about 20 feet you have to repair or buy a new one? Do you see the ridiculousness in it?
My main weapon was flinter thin by the time I reached the beast and I couldn't find a repair anvil anywhere in town, nor place a workbench of my own.
Other than that it seems your typical plan ahead mechanic found in games like this.
Plenty of anvils 9r repair benches in most places too.
Glad it doesn't affect armour though.
Since repair is 4 free a durability system makes no real sense..
you just place a fire altar and a workbence wich both are nearly free just to do the repair, this dont do anyting toward gameplay or balancing.
Not because it exists, but rather because melee weapons have cleave.
A Wand or Bow will last considerably longer than a melee weapon because they're precise, whereas a melee will often hit destructibles in the environment and drain it's durability 3x faster.
It's also pretty silly that a 1H melee has 250 Durability while a 2H has 350 (So far, in my experience to level 9)
The 2Hander needs significantly fewer hits per target to kill, so it has higher base durability and more effective durability at the same time.
Ibhave a Legendary sword with a paltry 160 Durability. It's basically not worth using because it can only kill a handful of targets before breaking.
A potential solution here is cap durability loss per swing so that hitting destructibles isn't so punishing.
Alternately, a consumable repair tool that we can craft at base and keep with us.
Instead of needing to hold 3+ melee weapons for durability sake, we could take a stack of repair tools instead.
Free repair in base and resource cost to repair in the field. Seems fair to me.
That's not the purpose of the altars now, but it will come to that. Unfortunately, a second base is of secondary importance.
There should definitely be repair kits and separate teleport stones. Best of all, the shelf life is improved. The constant repairs are definitely a nerf. I can't possibly completely destroy two weapons in this royal tomb.
(Is Altar the right word? In German: Altar)
When traveling through the world just setup a camp, place a flame altar, workbench, chest, fire, little hut and then destroy it all when you plan to move on.
......what I have done is started to use a secondary weapon for making the run to the boss and then switch to my main one for the boss fights etc but this needs toning down a little I feel.
Things shouldn't be wearing down this fast IMO.
Seemed to go down a lot slower than, say, Valheim or Ark.
I didn't have any issues much at first either but later on it seem to get worse. I also now tend to habe a spare altar on me so I can plop one down tp to my base repair, get 5 stone to make another altar and tp back to the altar pick it up and keep on going.