Brian9824
New member
So I was thinking that ever since A17 when we lost the penalty for repairing items it doesn't feel the same. As soon as you get a purple item your basically set forevor with that item and don't really need any more of it ever again.
So what if that wasn't the case?
So my idea was this. Items have 6 tiers. If you can craft up to tier 4 of an item and you try to repair a Tier 5 or 6 item then it has a chance to drop a rank (or for its stat's to be lowered upon repair)
This could be adjusted or tweaked. Since we can only craft up to tier 5 perhaps it would only occur if your 2 tiers below? Or perhaps the penalty would be less?
I'm envisioning something like having a purple hunting rifle with 100 damage and upon repair the damage drops a few points permanently as its been repaired but not as good as it originally was. The bigger the difference in crafting skill compared to the item the bigger the descrease could be. This could effect more then an items damage.
The benefits are as follows
1. Creates an economy for duplicate purple items
2. Creates value in the crafter repairing items
3. Encourages you to actually develop crafting skills vs just going to trader and buying 1 of each weapon/tool and never needing another ever again.
Since the tools will degrade over time without the proper skill to maintan them you get a large benefit in buying one, but overtime the more you use it the more it will become damaged and your repairs just won't ever get it back to how it was originally
TLDR version - repairing an item above your ability to create has a chance to negatively impact the item in some way. Either via lowering its stats or tier.
So what if that wasn't the case?
So my idea was this. Items have 6 tiers. If you can craft up to tier 4 of an item and you try to repair a Tier 5 or 6 item then it has a chance to drop a rank (or for its stat's to be lowered upon repair)
This could be adjusted or tweaked. Since we can only craft up to tier 5 perhaps it would only occur if your 2 tiers below? Or perhaps the penalty would be less?
I'm envisioning something like having a purple hunting rifle with 100 damage and upon repair the damage drops a few points permanently as its been repaired but not as good as it originally was. The bigger the difference in crafting skill compared to the item the bigger the descrease could be. This could effect more then an items damage.
The benefits are as follows
1. Creates an economy for duplicate purple items
2. Creates value in the crafter repairing items
3. Encourages you to actually develop crafting skills vs just going to trader and buying 1 of each weapon/tool and never needing another ever again.
Since the tools will degrade over time without the proper skill to maintan them you get a large benefit in buying one, but overtime the more you use it the more it will become damaged and your repairs just won't ever get it back to how it was originally
TLDR version - repairing an item above your ability to create has a chance to negatively impact the item in some way. Either via lowering its stats or tier.
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