I’ve played for 100+ hours and acquired a lot of weapons, and I’ve used basically all of them except for the staff type weapons, which I don’t like. Each weapon has an exclusive attack animation, which is a very intentional approach, but it’s not always the right approach.
The attributes of a good weapon can be gained through multiple attempts at enchanting, and some skills can be gained through runes, plus the ability to promote a weapon in the Crucible allows the attributes to be maximized. At this point, the difference in comparing weapons becomes whether or not the attack animation is good. And the best attack animations at the moment are not the best quality weapons. After being augmented by various attributes and upgraded to the extreme, a gold-colored weapon is unattractive in terms of attack animation and attributes in comparison.
My coworker, who also played the game recently, has completed the first chapter of the story and complained to me that since getting Undercurrent Double Cone, the game has become steeply less difficult, completing the story with ease. And won’t be going for great weapons anymore, as that’s his favorite now.
Similarly, there are players in Chinese video sites who will review every weapon and every rune in detail, literally every one. They’ll rate the weapons and runes, none of the gold quality weapons get high scores, and none of them are in the recommended Top5 list. Most of the recommended weapons are ones that can be obtained at level 10-15, or can be crafted, or can be purchased. Weapons like this are unbalanced and will kill the game.
The studio needs to rebalance the performance of each weapon, especially the attack animations and rune animations. It’s like car design, beautiful exterior design, must be made into a luxury car, if it is made into a normal family car price, then luxury car to use what appearance?
My point isn’t whether or not I or the author of the video is right about a particular weapon, it’s that there are now several weapons that outperform other weapons of the same type with the same standard of build, and that this has been discovered and publicised by players, which can instantly change the experience of the game.
The design of the game’s weapon system is unique in its own way, but the colour system brings inertia, as it is exactly the same as many previous RPGs that have defined colours for item levels. Changing the colours that define qualities might also be simple and effective.
In short, users need to be guided, especially if new rules have been invented, and they cannot be familiarised with the whole evolution of the game by default. This isn’t a suggestion for gameplay, this is a suggestion for the underlying user experience. The weapon system needs to be improved not in terms of specific parameters, but in terms of the way it is expressed.