Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
A game is meant to be what the developers want to make first and foremost. A game is NOT meant for everyone, nothing in life can satisfy everyone.
Durability in games, for me, got old once Zelda dropped on the Switch, and the First Dying Light, i was done with it. In DL i modded that out as it made the game unfun for me, and Zelda i proceeded to play on PC, because to me it just halted my experience.
This game is no diffrent, when my main weapon breaks, or my pickaxe breaks, i feel like logging out and touching grass,because it just annoyd me. Is it OP to have these things never break? Non, it is not, if it were, repairing them wouldnt be so easy and free, they would balance it out.
As it stands now, durability, in most games, is just a tedium. People in here defend it, fine, doesnt mean its a good mechanic nor does it mean everyone else has to like it.
I dont, and i never will.
It does feel that durability is too low however, especially for melee weapons.
Sadly, the answer is to just carry around multiple weapons or tools.
In addition to a "felling" axe and pickaxe, I carry:
1-2 melee weapons for fighting
1 hatchet type weapon for breaking most objects (wooden barrels / boarded doorways / etc); also used for weak bugs and bug nests.
2 wands (1 ice, 1 fire - use one for pulling mid-ranged targets, the other for mid-ranged switches or object breaking, detonating explosive objects, etc). (ice on scavengers, fire on shroud boys)
1 bow (for long-ranged sniping or switches outside of wand range)
Not to mention healing potions, bandages, throwing explosives, lockpicks, and various foods.
If I wasn't using making use of wands for pulling or softening up approaching targets, I would need more than 1-2 melee weapons for a dungeon.
In Enshrouded? It just means that your exploration is stalled until you head back to base and repair your things. It doesn't teach you anything.
If you didn't have durability limiting your time in the field, you would lack its moderating effect. You could cut timber or mine ore for an hour until your bag filled up. You could throw yourself at a boss over and over until you killed it. You could maraud from camp to camp clearing out enemies without pause.
Maybe preventing this behavior is an obtrusive burden. Maybe it's doing you a favor. Maybe both things are true.
I remember when Diablo 2 Resurrected was in beta. At first I was really against the auto-gold pickup, but then I started playing the game with and without it. I jumped onto the bandwagon for auto-gold after realising how awful it was.
Nostalgia isn't the best indicator of telling us what's fun.
We are at half level anyway, the level 50 weapons should have more durability right?
I think the main problem is when you are button mashing away at enemies you end up hitting a barrel or a wall, maybe melee suffers more because of it, i think the weapon degrades faster this way, maybe, havent tested the theory yet.