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That is a personal preference. You do not need to run them.
It still does not answer the question I posed.
How can you take equipment damage if there's no durability to take damage from?
Does that answer your question or are you doing the Zoolander here with 'i know i am, but what are you?' approach to discussions
Also this game is 10000% better off by not having durability that just is useless steps in other ARPG's
Imagine having this little imagination LMAO
You're nuts. Like I said in the previous post, you're wilfully ignoring evidence to try and claim sort of illusory moral high ground. Plenty have people have stated that penalties for dying kick in in the endgame; if that's not sufficient, go play Diablo 4 or Path of Exile.
Even in WoW, often accredited with making the genre more accessible by doing away with some of the more severe death penalties like in Everquest and Final Fantasy 11, there were still a few penalties left when dying.
This was across the game world, not just in dungeons and endgame content.
I just feel without a death penalty you might as well not play the campaign, if you could.
Want endgame punishment, POE has you covered. Everyone loves losing a weekend worth of farming due to a one shot mechanic out of no where.
For the actual game; monolith, arena, dungeons there is a penalty for dying.
Imagine making this argument in 2024 and not realizing you're calling your game trash.
I'm sure playing the "tutorial" for 20 hours is worth having fun from level 95 ho 100. Imagine just playing a good game instead LMAO what is wrong with you people.
WoW's death penalties where a joke and not something to worry about. There where many times I'd get killed on purpose because it was quicker to spawn in the GY by the quest givers/town than it was to run back. Take the rez sickness, repair, turn in and get next quests. Then start running to the next quest area and your sickness should be close to running out.
That's a ridiculous response to the OP. Penalty for failure is a core question of game design, saying that playing the niche mode that makes it so that you lose your entire character on any mistake is a proper substitute for the game having a balanced form of enforcing good gameplay/punishing bad gameplay by default is ridiculous. The game DOES have that by the way, but only in the end game in select contexts, for example dying in a dungeon loses the entire attempt and the key you spent, dying in an echo loses the rewards at the end permanently, dying in the shade of orobyss loses you whatever gazes you stacked up from stability.
The lack of a death penalty only exists in the campaign, and the only reason I think it's not that big of an issue is because the campaign is not challenging to begin with or that important to progression. You have a death penalty where it counts.
This is not only an ARPG, it's a modern ARPG in the same vein as PoE, the campaign is indeed the tutorial. If you are that shocked at this notion, you haven't played these games enough yet.