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Typically weapons (as they currently are) last about 1 - 2 floors for me before they break. But I usually switch between melee and ranged when I can. Also hitting the walls/crates lower the items durability and the crates rarely drop items.
I don't really see the point in that. Why is someone using one weapon really a problem? Doesn't this just discourage different playstyles? I honestly just don't see a point in it.
Edit: Just saw your post awwman25, sorry if my reply pissed you off a bit. ;) It's just my point of view.
Weapon degrading is also a new feature and one which isn't really explained in game, so previous expectations can set players up for disappointment.
A new weapon might show up sooner than 3 floors, but it is not warranted to be better or equivalent than the existing weapon (even if worn down a little). Also is harder to compare weapons when you have all those skeletons after you.
Armor also wears down while being a rarer drop chance - I've found that on all successful playthroughs so far the armor would be noticeably degraded (e.g. 31 def -> 23 def) by the time of making it back to the surface, which means that skeletons are starting to hit pretty hard, and the last floors being ascended in a huge rush while shoving them aside with whatever methods available.
After a number of playthroughs I've settled on a hotbar layout that somewhat works:
Is used for the first stab at incoming enemies and usually ends up being really worn down by the end of the session (since finding another one of these is fair luck).
Is used a lot and thus gets replaced as soon as a better one is found.
If you've pumped a fair lot of skillpoints into Attack stat, a dagger/fast sword with an elemental bonus of 4 or higher can be good too though
Usually isn't used until Sewers, hopes high for finding one of the 12-18dmg ones.
Sometimes swapped out for a 2-handed hammer, since sending enemies into the void/water/lava is faster than doing long swings at them.
Used to combat ranged enemies if there's not enough cover to approach them.
On the way back, is swapped out for the best "emergency" potion/scroll available.
On this subject, the game could really use a customizeable hotkey for eating the first-most food item in the inventory, as there is currently a constant ritual of dragging the next food item into the hotbar while walking a through a relatively straight section of a level. No idea how to do this on a gamepad efficiently.
So as it is, either rework the durability system or remove it entirely. Plenty other roguelikes don't have any durability system of any kind and are perfectly fine with that. Then again I think randomized stats on level up is a bad idea so take that as you will.