| Peh said:
I think he makes really good points regarding breakable weapons. For instance... .in an open free world you can go everywhere and even to places with difficult enemies. From there you could grab a really strong weapon and go back to the easier accessable parts of the game and just run through it. Thus having breakable weapons adjust and balance the difficulty level of the game and will still make it a challenge. |
I don't get the OP argument, the game levels the enemies so even with the high level weapons I'm only OP against the random wanderers while enemies in camps still 1 hit kill me and take many hits to kill. Is it so bad you can knock down skeletons and slimes in 1 hit after you get a good weapon? Plus those leveled up enemies drop the good stuff anyway.
After 80 hours I'm finally in Kariko village to start the main quest. Last night I explored that starter zone with my high level weapons and it was no cakewalk at all. Especially not since the Yiga clan kept popping in randomly over and over, including some dude with a 1 hit kill windcarver and instant kill auto homing magic spell that you can only sprint away from. And camps are populated with the white Bokoblins with royal broadswords.
The only thing the breakable weapons achieve is less incentive to take on enemies that don't drop weapons like the guardians above the village. And less incentive to clean up the riff raff as that only wears down your weapons. They simply break too fast. Last night I was using a 54 dmg 2 hander with durability up+, it lasted for over an hour (mainly cause it could take out multiple riff raff enemies in 1 well placed hit), that was perfect. Much better than breaking every 2 minutes.







