infinitevox wrote:I've had *Fragile spawn on several randart weapons I wore-ID'd where my primary killdudes was evokable Rods. (Sure, "don't wear-ID" but remove curse is more plentiful than ID)
So now I can't evoke if I want to keep the weapon AND I'm out hundreds of gold from buying it out of a shop. And since I picked the weapon, I don't have enough gold to buy that randart cloak the shop also had for sale.
Now you can argue that the stats on the weapon could have been total crap, this is true, but now there's yet /another/ mod that shows up and single-highhandedly ruins the item.
Other randarts can be offset (if you have a bad roll or two) by the rest of your EQ, or the -3 Str can be shouldered, so those can be mitigated. *Fragile cannot.
I understand it was introduced to try and force people into "strategic decisions", but there's really nothing strategic about it. The item has been turned into a consumable, which is the complete opposite direction that the design philosophy for the game has been declared.
OK, I think I see what you're saying. If you
buy a *Fragile randart, that
purchase can be worse then useless, since characters who depend on weapon-swapping probably aren't going to want to use a *Fragile weapon. (Unless that weapon is strong enough to encourage you to switch playstyles, of course!) That seems like a relatively niche circumstance, but i can understand why it could be annoying.
It's still odd to me, though: how is *Fragile any different from *Contam or *Drain here? It's not any more common, and both of the latter properties actively penalize your character for wear-iding an artefact with it (if you don't want to keep using that artefact). Are you even more annoyed by those?
As an aside, I'd disagree that *Fragile items are 'consumables'. Most of the time, I'd think, swaps to *Fragile items would be strategic, not tactical.
lethediver wrote:Don't fragile items prompt before letting you swap?
adozu wrote:does it ask when you equip it too?
Yes, to both.