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End of the Road

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  1. If the stronghold serves as a money sink and you give us enough valuables to maintain and upgrade it then obviously people who choose to ignore the whole stronghold feature will end up with more money. It's not like adding item durability as another money sink would change anything about that. As for me, I'm actually just replaying IWD2 and I really enjoy not having enough money to buy everything I'd like and having to choose. I understand some people don't like buying items in stores, but I think it's just about finding the right balance between the number of powerful items in stores/in dungeons/crafted by player. BG2 would've had this right if the items in stores were more expensive. Also I like the idea of having less consumables in the world and having to craft them yourselves. That's the right way of making the crafting skill interesting IMO.
  2. Sure, so we put item durability into the game so people can complain about something completely different. Also, isn't choosing the right companions for having a well-balanced party skill-wise part of the tactical aspect in this kind of games? I might like certain characters because of their personality, but if they're all squishy mages I have to look elsewhere and pick someone else. Anyway if they don't design more than one or two companions with crafting skill I don't see this being a problem.
  3. Don't forget, repairs can only be performed at Forges or Vendors, so you will have lots of exciting travel every 106 weapon swings or hits taken. Either that, or they will just solve it by putting a forge at every level of every dungeon like some other RPGs, which would be just silly.
  4. I don't feel that item durability as described in the update would add anything meaningful to the game. It sounds like they have only put it in to make crafting skill more important, but at the same time they don't want to make it too severe for people who don't take crafting. That's just a design choice that leads nowhere IMO. Either make item durability a real issue so that it really forces you to plan ahead before you go into a dungeon and carry multiple weapons and such, or don't put it in the game at all. As it is it looks just like a number that goes down over time until you click the repair button to get it back up. Exciting.
  5. I'm sorry, but I really don't like this update, and I like Sawyer's explanation even less. Why should there be a connection between a crafting skill and item durability? Your explanation (We are assuming that if you know how to make an item, you also know how to use and take care of it.) doesn't make any sense at all and is completely artificial. Why shouldn't a fighter who is not a master blacksmith be able to take care of his gear? By tying the crafting skill directly to item durability, you are not really giving any benefits to the players that take it, but rather punishing the ones who don't by forcing them to do boring backtracking to the village. Penalty for not taking crafting skill should be not being able to craft, not something else and completely artificial. It's like saying that if you don't take lock-picking, not only are you unable to pick-locks, but you can't even use a key on a door, because well, if you don't know how a lock works, you shouldn't be able to operate it, right? And as for the argument about having more people with crafting skill in one party, couldn't it be solved by simply designing only one or two such companions?
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