Wright said:
To be fair, the way it was implemented in the Alpha was boring and cumbersome. I'm all for weapon break and deterioration as long as it's not Dark Souls 2 levels, but it was worse than that so you had to start farming for those repairing rocks (which also the game gives you three each time you reach a checkpoint, but you consume them fairly quick). There was no strategy or care involved there. Make just one or two blocks and parries and you could be kissing your weapon goodbye. Not to mention hitting multiple enemies in one hit drained your weapon's health faster than anything else. I mean, they could have improved upon, but it would have need a full rebalance. So they went with the ditching option, which kinda sucks but I'll appreciate it on the long run. |
I liked the way it was implemented in the alpha quite a bit. Instead of "farming" whestones I just used many different weapons and kept the best ones (stats wise) in a fresh state to fight the really hard enemies. But ofcourse this realistic quick degradation of weapons/Katanas (japanese steal had awful quality) doesn't work well with the "familiarity" system which wasn't active in the alpha.







