Hynad said:
Well, yes, that's how it works. That system makes you use whatever you can get instead of making you cling to and settle for the same weapons for the rest of the game. It keeps things dynamic and makes you adapt to the situations on the fly. But you can still reserve certain weapons for specific enemies and situations none the less. Plus there's eventually a way to get whatever weapon you once used by visiting a specific vendor (which becomes available once you've completed the Tarrey Town sidequest), in case you can't figure out where on the map to seek them. |
... for the cost of a diamond, which makes it incredibly unappealing for a weapon that isn't going to last very long anyways before it requires another diamond, and another, and another.... Even when they put these systems in place they discourage people from using them because they don't want the game played that way.
It's kinda like if GTAV featured rocket launchers placed randomly around the map, but the rocket launchers only came with one rocket and there was no way to buy more ammo. No one would bother with rocket launchers because it takes up a weapon slot and is practically useless.
Look, think of it from my perspective. I come across a group of Moblins hanging around a chest I'll destroy at least one weapon (possibly two or three) in the fight and in return I'll likely get a weapon that is worse than the one (or two or three) that I just used. There's no point in facing a challenge they place in the game because the chance the weapon in the chest is better than the weapon I lost isn't worth it. Sorry, but I consider that flawed.







