Current official information on the subject of durability is "
"
As long as we stay within those perimeters I am open to all sorts of ideas like overclocking and increased costs for risky builds. However, as soon as it goes to the point where player gear can be permanently broken, I feel it has gotten out of hand.
Also for the goal of retaining the clear focus on horizontal progression, another clearly stated design goal, it is imperative that any capability to raise a single weapon or stat to uncommonly high state will have to be offfset with some other weapon,ability or stat of the character dropping below the normal low point. Otherwise we are talking about vertical progression no if's ands, or buts.
"
As long as we stay within those perimeters I am open to all sorts of ideas like overclocking and increased costs for risky builds. However, as soon as it goes to the point where player gear can be permanently broken, I feel it has gotten out of hand.
Also for the goal of retaining the clear focus on horizontal progression, another clearly stated design goal, it is imperative that any capability to raise a single weapon or stat to uncommonly high state will have to be offfset with some other weapon,ability or stat of the character dropping below the normal low point. Otherwise we are talking about vertical progression no if's ands, or buts.
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