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curl-6 said:
IcaroRibeiro said:

I see no reason why weapons obtained through quests and hard shrines should be expendable, doesn't make any sense. I'm not talking about random weapons, I'm talking about the best ones. For instances, elemental weapons, only on my third playtrough I realized the coliseum was a place to farm them, which still needs me to wait for the red moon and of course I need to fight the enemies and make them drop the weapons without kill otherwise after many turns all leader Goblin in the map will be overpowered white ones that will make you need to spend 4-5 weapons before killing it, rendering you to a loop where you need to constantly weapon-hunt the enemies if you want to stay fighting them. My solution was to just avoid fighting roaming enemies and it worked quite well, but the game would be better if they balanced weapon durability. I've ended in a situation where I spent HALF of my weapons stash to kill a single Lyonel, this is in no way acceptable in any game unless the rewards are mind-blowing enough to justify such expense 

Plus, if the terms of the game are not fun, engaging, rewarding, addictive or anything positive I see no reason why I should call it anything but bad. I mean, people can argue you spend way too much time crafting in Animal Crossing because they game do not want you to craft a lot of items to farm things easily, devs did that on purpose but I'm in no way forced to agree it's a good design decision 

As I stated before, I'm so sure the original devs don't agree with you they indeed changed the system to one much more lenient. Fusing solve many of the problems of weapon durability and no longer requires me to hunt good weapons. I can rest assured the minions in the map won't upgrade because I no longe feel like I need to hunt them 

It's fair enough to not like it, I'm not saying you have to and I'm sorry you don't enjoy it, I'm just saying it is the way it is for a good reason. Many people do find it fun, engaging, rewarding, and addictive.

And Fuse doesn't negate durability, it expands weapon variety while keeping them breakable. If the devs thought durability was a flaw they would have removed it.

It solves the weapons durability issue because it adds enough options to build useful weapons trough the game. I didn't use to feel anxiety because I was in attached with a piece of bits in a vidoegame, but because I never saw easy replacement for the best weaponry

The majority of mid-to-good tier weapons are found is specific points of the map, often hidden in treasure boxes and they do not respawn. Of course as you progress the minions get better weapons that you can steal, the problem is when you kill them too much, they become stronger which is in my first playtrough it turned my game to be pretty unbalanced because

a) I suck at combat

b) The leader silver moblin or lizalfos (the ones with good weapons to steal) started to turn white which made a pain to kill 

As I said before, I solved that tough intensive shrine hunting and avoiding fighting. By the end game you reach a cap where you cannot get any stronger, except at killing Guardians if you have the right gear and master sword you can trivialize the fight against every single of them, but the other enemies start to get brutal because you just never have good enough weaponry to deal with them

Of course, I'm maybe be overestimating TOTK fusion system, I'm only in early game, I need to see how it hold on mid and late game before jumping to conclusions 

It still not solving my second issue though, which is not having permanent weapons from the most meaningful quests/missions. Limited use of champions weapons was a big pet peeve of mine, I hope they found someway to make forging those weapons more lenient in TOTK because farming diamonds was a pain in my ass