We can really use the QoL buff to boost the in-game economy (you can sell in TP without repair and retain salvage gold) and encourage more players to carry various gears without feeling heavily penalized vs those who only gears overall good standard gear.
EDIT
Idea on avoiding “die 4 free tp” argument
New durability loss upon death
Have set durability loss number per death (we’ll use 800 durability points as an example)
Check if the user has equipment (there are 16 slots total - 6 armors + 3 accessories + 2 weapon + 5 tools)
Spread durability loss on each piece of equipment (50 durability loss on each slot if you have a shield or 53/54 if you have full gear without a shield)
If the equipment is already broken or only took partial durability loss, count the durability loss value that will be applied to the inventory
If there is any value left at step 4 - Check if other equipped gear can take a hit. If Yes - Deduct it from the other equipped gear that has the highest durability remaining If No - Deduct the durability from the inventory
Example how it will be applied
Player 1 has full equipment (including shield) and only have 20 durabilities on the helmet
– Break the helmet durability and transfer the remaining 30 durabilities will be deducted on other armor pieces
Player 2 has full equipment but they are all broken
– 800 durabilities will be deducted from inventory
Player 3 only have 5 armors equipped with no accessory, weapon, and tools
– The user will take 160 durabilities hit (800/5) on each piece of armor
Player 4 dies with no gears equippted
– 800 durabilities will be deducted from inventory (same as player 3)
True, why don’t we just let everyone teleport everywhere on the map instantly.
Maybe we can make it so that when you start doing an elite run you can teleport to right behind the bosses and next to the chests, because 3 house teleports, one recall and a constant supply of azoth to teleport around even more are not enough to work with.
I like how people refer use the blanket term QOL for their suggestions of dumbing the game down. Just because you remove a layer of complexity doesn’t mean its a “qol improvement”. The game depicts a harsh land that is a pvp arena, its suppose to be hard. But the irony is that its not hard at all. Dieing is of such low consequence right now that I can’t believe people actually complain. I mean whats next, after you die, nothing bad happens?