Not sure if homogenizing cost/gain on weapons is the play

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

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