MaxPlanck wrote:VDZ wrote:overtyped wrote:Either this, or let armor stay wearable even at 0 durability, while, when it reaches that durability, it would simply lose it's armor protection instead.
This would be nice for equipment in general. Having to unequip my bat cape during combat to not lose my gilding is dumb.
Get a better cape then. Once you have chest armour you dont need the armour class from a bat cape, and the chest armour will divert most damage to it before bat cape should you choose to keep it on after the case(to ignore bat aggro). That or just make a swan feather cape or such.
thats still not an long term solution. for me batcapes are disposable, i never put something expensive on it, they keep bats of of my face and thats there purpose, wich makes me mostly only make nonbatcapes for craftingilding, untill an batdungeon is cleared,
i mean, bats don´t pose an large threat too me anymore, and with more armour, my batcapes only tear really when i get mauled too death or ko´d anyway,
but batcapes and badgerhide wests are in an weird spot, where they are great when you get them but you can´t await to be able too get them off again,
i mean, they completely outshine nongildable early armour, like who the hell acually wears leatherpants or shoes, wich is an shame because they are aesthetically pleasing, atleast more so than bonepants, and furboots/snakehides