Skipping empty equipment slots

I wish that whenever you leave an unlocked weapon/off-hand slot empty you would just cycle through equipped weapons and not go through the empty slot.

Say that you have unlocked all slots for your main hand and off-hand but you don’t use all of them but use just 2 instead. So when I’m equipped with the second weapon and want to cycle to my first i don’t have to go through the empty third slot just to get back to the first. I want to just cycle between the 2 weapon slots I have equipped

3 Likes

I already mentioned this:

But didn’t seem to get much attention. Upgrading weapon slots literally destroyed my savefile, I keep accidentally hit right d-pad when healing, switching weapon to “nothing”, screwing up my fights

3 Likes

I dont know if its a bug or intentional but it feels like some QOL feature thats needed to be addressed

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I feel this pain as well, I hope they change it to be like Elden Ring or any from soft game

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Agreed. It’s a huge problem that isn’t mentioned enough. And there should be a distinct option for equipping “unarmed” to a slot instead if a player wants to cycle to that.

Agreed, it feels like i’m being punished for unlocking something. I want the ability to use a third slot but I don’t always need access to it, I don’t want to swap to my bare knuckles mid fight.

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I disagree. I have builds where I use a 2Hander with a bow or a torch on offhand, I cycle my main 2hander to an empty slot so I can use my torch to navigate through caves or use my bow to deal with ranged enemies.

They could add a toggle to skip empty slots, but you also could simply not unlock all 3 if you don’t intend to use them.

And after you use 3 weapon swap you decide to do a respec and only use one weapon, what do you do?

The toggle is the best option for this.

Just because it works for you and your playstyle doesn’t mean it isn’t a QoL issue for other players.

but you also could simply not unlock all 3 if you don’t intend to use them.

This is pretty silly reasoning as the player would need to know that this is what is going to happen for this choice to be intentional.

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The problem is; you don’t know that before upgrading

Even if the player knew beforehand, it would still be bad game design.