If I remember correctly, I saw Thomas saying in Discord that you guys are planning to set all cost/gains on weapons to be equal. No more range in which they can drop. Meaning there will be no variance in different items you loot off the ground, buy or craft.
Right now I go through the world and when my weapon drops I get all excited, wondering if it could possibly be of a better roll than what I am currently using. I feel like, when this aspect is removed from the game, loot will become rather bland. You will find your desired weapon once, maybe twice if its the wrong rarity and then never have worry about it again.
Granted, they need to be balanced a bit for each weapon type. Twohanders should maybe have a bit more gain respectively, but thats another topic.
It would also tie in nicely with what you guys said about being able to target farm in the future. Having the cartographer tell you where certain enemies are to have a chance at their loot. If its just a one and done drop that would kind of limit its usefullness no?
Maybe its just me trying to look for something to do and chase in this early stage of the game, but maybe I am on to something. What do you think?
Even if you use the same kind of weapon (i.e Axe) there are other axes that you could wield with different movesets, stamina costs, damage points and base runes. Add on top of that the different enchantments that could be imbuied and you have a lot of possibilities and combinations with rings and armor.
So there are many weapons to be found even if you stick to only one kind of weapon.
The target farm looks cool, maybe a thing to add on the Compendium system, a kind of wiki or pokedex inside the gameplay that would be accessible in a library inside the City.
But remember that there are some weapons that can only be accessible through crafting, so check the recipes and buy one if you want that weapon.
There is a weird thing with crafted weapons where they have the lowest focus gain roll when you craft it. Not sure, but stamina cost also might have the bad rolls. Hopefully it’s a bug and gets fixed
They were already basically the same, just with a spread that could sometimes ruin the gamefeel. This feels like complaining about something that exists in your imagination rather than an actual problem in practice. People only ever actually cared about these bonuses when a weapon dropped with atrociously poor stamina/focus gain stats, or much lower damage stats, which is just bad. Spending hours looking for a specific weapon only to have it drop with a lot less damage and 3 focus gain? Or a newbie having a terrible weapon and not knowing it because its not explained anywhere? thats plain awful
Instead, it would be much more interesting if they brought back the variances in a more interesting and fairer way that you have more control over.
There will always be some obsessive type who will get upset at QoL changes that reduce the amount of tedious grind a game has.
They want a game to artificially keep them chasing a carrot to pad out playtime because they have nothing better to do with their life than roll the dice for hours in front of the monitor.
Yeah maybe this system wasnt it. Im just grasping at the last layer of rng. The layer that made loot exciting. Which gave you a sense of progression even after playing your character for a while.
Lets hope they add something in the future that makes me want to actually look at what I picked up off the ground. I’m sure there are plenty of ways to differentiate items from one another and I’m excitied to see what they come up with.
how about prefixes like in terraria? Maybe with less “good vs bad vs excellent” prefixes, and moreso focusing balanced ones with different tradeoffs and upsides compared to others
Maybe you have a prefix for all round slightly better stats, maybe one that makes it slower but hit harder, or another one that makes its model and hitbox slightly bigger alongside some other small upside/downside.. stuff like that
I welcome the change to weapons and the decission to remove RNG on weapon damage, stamina cost and focus.
Right now the game has a lot of weapons and even after close to 100 hours I did not find all of them. I found some of my favourites, like the Summer Sting greatsword, but it had an overall terrible roll on supplementary stats. Now, after the change it is worth using.
This change allows more experimentation and build crafting, because it makes every weapon worth using and removes the feeling of wasting resources on upgrades. Consequently, it also alleviates farm necessity.
I like what Last Epoch did with to keep drops meaningful while relying on crafting for the stats you need. For reference in LE the drops can roll T6-T8 if I recall correctly; while crafted affixes can only roll to T5.
Since we can’t hover affix rolls (since it seems we only have one tier) any way they could color the affix or maybe put a box around it letting the player know it’s exalted +1 or something like that could be cool.
But loot drops are significantly more common in a game like that so it’s hard to say how impactful it’d be. I’m well over 100 hours in breach and can count the number of times I’ve seen an Icebreaker or Claymore drop on one hand.