Tree of Savior Forum

Equipment durability as a Peltasta tank (Seriously IMC?)

I mean I couldn’t even make it out of the level 50 dungeon without my equipment being completely ruined. I even took screenshots of this I ain’t lying or making this up, this is insanity lol. And YES I started the dungeon with FULLY REPAIRED EQUIPMENT! ALSO I did NOT die this run, so I did not suffer the 30% durability loss penalty!

This was HALF WAY, we cleared one side of the dungeon and my equipment was already like this:
http://puu.sh/p9lfZ/b43756bf1c.jpg

This was after we cleared the 2nd half of the dungeon
http://puu.sh/p9lJ8/7dae613154.jpg

This was HALF way through the boss fight…
http://puu.sh/p9mdk/37ac0f32d6.jpg


Come on. Equipment for a tank needs to at least survive ONE dungeon run? Right? Tell me I’m not crazy here… I already hated equipment durability in video games and was happy as heck whenever I played one that didn’t have durability in it. This just takes durability to the extreme when you can’t even complete a dungeon as a tank before everything is breaking.

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Not just pelt, the Swordsman tree as a whole needs an equipment durability decay fix, maybe as an attribute in Sword C1 or a natural hidden mechanic, wherein their equipment loses durability maybe half as fast as the other classes when in dungeons and missions.

Edit: Although at a price, Squire repairs w/ durability bonus seems to solve this problem but the issue still occurs especially on long full runs (low-AOE/DPS queue parties usually).

ive never had this problem as a pelt, avoid shots you dont have to take.

tanking isnt just 1,2,3.

run taunt block

1 Like

Sorry, no, durability is broken. You are encouraging IMC to keep this ridiculous durability system in their game with comments like this. “Oh the tank can just run around tanking evasively by avoiding hits then no durability or minimum durability will be lost!”

If I’m really dodgy and evasive enough I will be able to keep my equipment durability for the WHOLE run! YES!

If that’s fun for you, good. It’s not fun for me and I stand by the idea that durability loss for melee is broken.

I think, we need to keep up the inter-class dependencies and considering the rising competition among Squires we shouldn’t give melees some special buff, but if anything, allow them to purchase twice as effective repairs at something between the same and twice the price - the latter meaning, no price reduction.

Of course, this even more so requires the swordsman class to be balanced and effective in battle.
We could also scale it for specialized tanks, so that blue circle 3 classes are allowed to get a triple buff.

Anyway, the durability system isn’t broken, it just might - might not - need some fine-tuning. I haven’t run a high-level tank, yet, so I can’t tell whether all this is necessary.

1 Like

I think the system is broken in a way that cloth armor is ± so inefficient (besides the magic amplification rate of the gloves) that it feels bad to get.
Currently running my Bokor with 3 parts cloth, those equips “shred” so fast that it just needs a “few” strong hits to “undress” you. In comparison to Plate, where I could farm for hours (with rests to refill SP every now and then at a bonfire) without my gear breaking while taking hits.

I think that you just took too many hits and thus your armor went “poof”;
a logical conclusion. This,however, should not pose a problem, since you could always just bring a spare set of armor with you or dodge/block more attacks. I mean you get increased weight limit from both STR and CON which should be your main stats as a “tank”, so the weight shouldn’t “weight you down” too much.

1 Like

If your equip gets broken you take too much hits, that means
a) you dont dodge
b) the enemies are not killed fast enough
c) both of the above

I felt the same in my first few dungeon runs, but it gets sorted out once you dont stand in every smash that could have missed you instead + this saves up healing capabilities.

Guess the players are going to rally behind this issue and call it good game design. I’m full on character slots and need to delete someone anyways so my tank has been chosen. I refuse to deal with this issue so there are other classes I can play instead.

word.

(ihatethisunder20characterthing)

Admit this: how long can you go outside of dungeons without repairing your items? For MUCH MUCH longer than you tank in a single dungeon run. -> its fine, Bosses hit hard and slow for a reason.

as a full con tank i would like everyone to know u can go for days without repairing lmao

Unless you got one of the BiS shields, pelt2/3 and stoneskin from a cleric your gear will break very easily. Even with those, it will go red long before anyone else.

They need to change this.

I did the lv 50 dungeon as well right at lv 50 with my peltasta 2 and didn’t have this issue at all.

You have to remember to actively mitigate damage too while keeping the mobs in the same place as possible.

I believe Squires should have better ways of performing repairs.

Aside from the normal repair skill stand they should be able to.

A) Also have a vendor mode where they could sell repair scrolls that repairs gears and weapons by a flat amount.

B) Be able to dismantle white items and have chance of getting common to rare material.

C) Perhaps pushing the boundaries but they should be able to do blacksmithing as well.

I don’t have the issue as well, as a peltesta, then barbarian, i usually taunt and dodge… i tank when i think that i can’t dodge anymore or cornered by the enemy. So yeah, but I think the problem is the durability is quite fast it decreases right? I think imc need to find a formula for it. or at least put some passive for swordman. I don’t agreed for you not to dodge or just tanking all away but durability should be little bit tweak

1 Like