This change to repair costs, where is the source?



If this is accurate then it's foolish to test this change without changing the cost to crafting +15 items because there is no way an item is worth the repair cost versus the effort to obtain. I'd stick with +7-9 every time under that type of scaling because items don;t gain power exponencially, so why would I pay an exponential cost to keep the most powerful items.



How does this type of change to the game skip the discussion with community part? Seems like a perfect topic to test the waters with since it's not a chnage to the mechanics, just to the cost of a feature. It's not like mechanics or RNG processes that might want to be protected from potential exploit and min maxing by not first discussing changes.



I'm not particularly pleased about the change in COTO value to the speculation market so quickly either.

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