For all the good things Breath of the Wild does, there is a lot of balancing issues that need to be fixed in the sequel.
Here's some things that could/should be tweaked for BOTW2;
Let's get the most controversial one out of the way.
There's been many debates over it but this isn't about its existence it is about balancing.
The weapon durability in BOTW leans heavily towards the end of the spectrum of breaking sooner rather than later, people will argue this is by design, but being by design doesn't inherently mean done well or good.
It is too overzealous in the current state and evidently spoils people's fun to obtain a new weapon just for it to break not long after.
Tweaking the damage to durability a weapon takes per hit down even by about 15-20% would ease this problem without doing away with the concept.
You CAN have both, it's not just one or the other and there's no possible way to improve things.
If the durability is completely unchanged then the lack of a survival system in place to facilitate it would leave said design pretty shallow and lacking that extra 'oomph' of some solid mechanics to back up the concept.
Understandably having a Zelda game that has hard hitting enemies similar to Dark Souls was a hit with people, but just like the durability it has issues.
The damage output of some of the enemies (alternate enemies of the same type) is a bit much but more importantly, some of the 'deathblows' just aren't unique enough to really warrant the punch they pack.
This could probably just be fixed through more animations, but what absolutely could use balancing is the damage you do to enemies health.
The health of some enemies 'seems' too much and whilst you do have the special counter attack (which can completely trivialise things) you're still sometimes flailing about at a sponge. It is more understandable when you come across something like a Lynel the first time but when you find a weapon in an area and enemies in that very area take it like nothing it gets silly. (Not talking elemental types)
An increase in damage with a trade-off being enemies can block and dodge more would actually make the combat more visceral instead of the faux-visceral it currently has.
Don't have time for more and frankly didn't have time for this so it's rough.
If you have any complaints, it's Lobster Roll fault.
Here's some things that could/should be tweaked for BOTW2;
- Weapon Durability
Let's get the most controversial one out of the way.
There's been many debates over it but this isn't about its existence it is about balancing.
The weapon durability in BOTW leans heavily towards the end of the spectrum of breaking sooner rather than later, people will argue this is by design, but being by design doesn't inherently mean done well or good.
It is too overzealous in the current state and evidently spoils people's fun to obtain a new weapon just for it to break not long after.
Tweaking the damage to durability a weapon takes per hit down even by about 15-20% would ease this problem without doing away with the concept.
You CAN have both, it's not just one or the other and there's no possible way to improve things.
If the durability is completely unchanged then the lack of a survival system in place to facilitate it would leave said design pretty shallow and lacking that extra 'oomph' of some solid mechanics to back up the concept.
- Damage Output & Health
Understandably having a Zelda game that has hard hitting enemies similar to Dark Souls was a hit with people, but just like the durability it has issues.
The damage output of some of the enemies (alternate enemies of the same type) is a bit much but more importantly, some of the 'deathblows' just aren't unique enough to really warrant the punch they pack.
This could probably just be fixed through more animations, but what absolutely could use balancing is the damage you do to enemies health.
The health of some enemies 'seems' too much and whilst you do have the special counter attack (which can completely trivialise things) you're still sometimes flailing about at a sponge. It is more understandable when you come across something like a Lynel the first time but when you find a weapon in an area and enemies in that very area take it like nothing it gets silly. (Not talking elemental types)
An increase in damage with a trade-off being enemies can block and dodge more would actually make the combat more visceral instead of the faux-visceral it currently has.
Don't have time for more and frankly didn't have time for this so it's rough.
If you have any complaints, it's Lobster Roll fault.