Currently, on Siege, items have uses, which, once depleted, the item is destroyed. That rule is fine for fishing poles and other similar items, but to have that feature on a bladed weapon is quite silly. If you carve too many leather from slain animals, the weapon breaks, though durability may be 255 / 255. The same goes for axes, chop too many trees, and gone! ( which makes using Corroded Hatchet useless )
I mistakenly double clicked my Darkened Sky in my backpack, and now it is displaying 200 uses remaining! ugh.
I propose that weapons with uses ( bladed and axes ), have a high chance to lose durability on usage instead of a use count, that way, they can be repaired to simulate resharpening the blade, or powdered.
Runic hammers will not fall into this category, as regular hammers bring up the crafting gump anyway.
It really won't have much of an effect on lumberjacks, if they craft an exceptional axe with 75 / 75 durability, that's still only 150 uses, unless they repair it.
I will suggest this to EA too.
I mistakenly double clicked my Darkened Sky in my backpack, and now it is displaying 200 uses remaining! ugh.
I propose that weapons with uses ( bladed and axes ), have a high chance to lose durability on usage instead of a use count, that way, they can be repaired to simulate resharpening the blade, or powdered.
Runic hammers will not fall into this category, as regular hammers bring up the crafting gump anyway.
It really won't have much of an effect on lumberjacks, if they craft an exceptional axe with 75 / 75 durability, that's still only 150 uses, unless they repair it.
I will suggest this to EA too.