by Sevenless » Wed Feb 20, 2019 3:23 pm
I'm on 50 in most stats (70 due to credo boosted STR) as an almost hermit, I haven't started steel and wouldn't be using it for armor. If I do a small steel batch, it would be prioritized into tools and a brick wall. My traditional fare is miner helm (so I don't forget to put it on), bat cape and that's it. I focus on avoiding anything other than minimum chip damage to preserve that, I rarely bother gilding my batcape. The other leather armors aren't worth my time even though I could make them, I'd rather have a permanent gild slot. Only reason batcape is worn is the bat deaggro mechanic, otherwise I doubt I'd bother.
Early game the only "armor" worth using to a hermit right now is a shield. It has a decent amount of hard soak, and you get 75 wear per 2 leather. Compare that to leather boots which clock in at 15 wear for 3 leather. If leather armor had wear along the shield lines we'd see it used a lot more often, but the whole disposable gild slot is still an issue.
Imo this argues for armor being repairable (softcaps towards the quality of the repair mat is lower?) and for a wear rebalance. Wear balancing needs to be thought of in terms of resource inputs, not in terms of soak balancing like it seems to be right now.