It was quite a downer to see that the Master Sword could "break". Also the Hylian Shield.
It's pretty funny. It actually incentivizes you to use the Master Sword to break rocks and sweep up trash mobs and shit, because its damage sucks by the time you get it.I agree with this too. When I finally got these items, I was ready to feel like a badass. Instead, I had to deal with durability all over again, except on weapons I actually wanted to use consistently. Personally, it took away from the eventual 'omg I got the master sword' moment that I enjoy in Zelda games.
If I could high-five you, I would. Either way the durability system goes, I'm there for BOTW2.
I agree with you for the most part.The weapon breaking wouldn't be so bad if enemies didn't get massively inflated health later on. Editing that aspect of the game would make it more enjoyable than simply getting rid of the durability altogether. That and better inventory management.
I think they're gonna keep it actually just buffing the damage they can take so they last longer.I actually think there is a solid chance it does go away just because it seems like a lot of people felt quite strongly about it, but I think if it does go, there'll probably be other changes to loot and combat to accommodate for it.
Though I'm not sure exactly what I think they'd do, I could see weaponry in general becoming less important and a smaller collection of permanent weapons having significantly different attributes, but so much of Breath of the Wild was about recasting the typical Zelda game in a different mould, so I don't know.
The more enemies you kill, the more you level, and the stronger the weapons that drop. They scale together.The weapon breaking wouldn't be so bad if enemies didn't get massively inflated health later on.
This simply isn't true.Durability was a horrible mechanic, I don't care if the game was designed around it because the design doesn't work. I basically never engaged in combat becayse all the good weapons were hidden away in shrines or harder/special locations. Everytime I took down a camp my reward felt like a lateral movement in my inventory and encouraging that bloodmoon cutscene. There's so many other ways they could incentivize the player other breaking the weapon. They could give weapons from a family unique power, speed, range, and elemental properties and it would be leagues ahead of what they have now.
I actually think there is a solid chance it does go away just because it seems like a lot of people felt quite strongly about it, but I think if it does go, there'll probably be other changes to loot and combat to accommodate for it.
Though I'm not sure exactly what I think they'd do, I could see weaponry in general becoming less important and a smaller collection of permanent weapons having significantly different attributes, but so much of Breath of the Wild was about recasting the typical Zelda game in a different mould, so I don't know.
None of this is how the game works...Durability was a horrible mechanic, I don't care if the game was designed around it because the design doesn't work. I basically never engaged in combat becayse all the good weapons were hidden away in shrines or harder/special locations. Everytime I took down a camp my reward felt like a lateral movement in my inventory and encouraging that bloodmoon cutscene. There's so many other ways they could incentivize the player other breaking the weapon.
...except for this. The system you're asking for is already in the game.They could give weapons from a family unique power, speed, range, and elemental properties and it would be leagues ahead of what they have now.
It's not resource scarcity as much as it is the specific resources you are carrying are not long term. If you're moving through the weapons you get (whether they break or you swap them out), your inventory changes which inherently changes how you engage with stuff.But I never really felt resources were scarce. It didn't take long to have more weapons than I could possibly use. And at that point, I basically started swapping bad weapons for better weapons when I came across them. It didn't compel me to explore or test weapons at all. I simply used my moderate weapons most of the time, and pulled out a big number if I was fighting something with more HP. Again, I just don't follow this line of thinking.
I don't think this ever has happened in the 100s of hours I've played the game. The closest was when I fought Thunderblight Ganon and had mostly metal weapons which made the fight more frantic and challenging but I saw that as a good thing.I would rather it be a back up weapon. Nothing worse than getting to a boss and only having a wooden branch left.
In this case the comparison is only valid one a fps where the gun also breaks. I mean, even the fucking bow breaks in botw.Weapons are ammo
No one complains about picking up ammo in fps's
Stop thinking of them as meaningful individual items and as ammo
I don't think this ever has happened in the 100s of hours I've played the game. The closest was when I fought Thunderblight Ganon and had mostly metal weapons which made the fight more frantic and challenging but I saw that as a good thing.
How the fuck did you even manage thatI would rather it be a back up weapon. Nothing worse than getting to a boss and only having a wooden branch left.
Unfortunately it is. The rewards for engaging in combat is not worth it.
No. It has Attack Up which is the only thing I mentioned that's already there....except for this. The system you're asking for is already in the game.
It's not resource scarcity as much as it is the specific resources you are carrying are not long term. If you're moving through the weapons you get (whether they break or you swap them out), your inventory changes which inherently changes how you engage with stuff.
If you happen to have a fire rod in a grassy area, a metal weapon during a thunderstorm, a boomerang in a wide open space, etc. or if you DON'T have those things in those scenarios will make a difference. It's not all just bashing the closest enemy with the strongest melee weapon you have which is why it's fun imo.
weapon durability in BOTW forced me to use a wide variety of weapons and improvise when something broke. It's a system which actively makes the game better and more engaging. I will never understand the constant negativity it receives around here, especially when there is an over abundance of weapons at all times which means you're never going to "run out" if weapons.
Eh? Combat is the most rewarding thing in the game. It gives you both weapons and monster parts. You generally get more weapons for killing enemies than you break fighting them. The monster parts they drop are one of the best sources of rupees, are essential for potions, and have other good uses too.Unfortunately it is. The rewards for engaging in combat is not worth it.
It forces you to improvise because when your sword breaks you now have to rely on a spear. If that breaks you might have to move onto a boomerang or great sword. They all have different styles and the durability means you can't just stick to your one sword you found. Of course you could just stock up on a bunch of similar swords, but generally the game throws a variety of weapons at you so you're likely to have a variety in your inventory.If you have an over abundance of weapons, is BOTW really forcing you to improvise? Whenever a weapon broke, I just swapped to the next and went to bash-town.
I'm not trying to be negative about the system. I think it sounded good on paper, but it just didn't pan out as something that was particularly enjoyable or engaging.
It forces you to improvise because when your sword breaks you now have to rely on a spear. If that breaks you might have to move onto a boomerang or great sword. They all have different styles and the durability means you can't just stick to your one sword you found. Of course you could just stock up on a bunch of similar swords, but generally the game throws a variety of weapons at you so you're likely to have a variety in your inventory.
Fuck this game.
10 minutes to take out moblins and the ancient guardian on the way to the ancient tech lab. 10 minutes to wait out the rain. Get nearly all the way there and the fucking blood moon pops up and my flame goes out and the ancient guardian is back.
This shit is just not fun.
There's a house you can build a fire in next to the furnace to instantly wait out the rain. And lamps along the way that you can light as checkpoints, so you don't lose progress if the flame goes out.
I'm curious of your playstyle because I feel like anything you do that could break your weapons gives you weapons outside of bashing them against a wall.It happened to me with such frequency I gave up with frustration and anger.
I've had that experience myself but I didn't really notice what you describe take place until late game when I had expanded my inventory slots and explored most of Hyrule. For most of the game you don't really have the space to have that happen. I certainly didn't always have a rod of each element if I was actually using them to fight. My gameplay style was to just use anything and everything I had. I never saved anything for a special moment.I understand your perspective. But I think ideal scenario/concept is a long way from the end result. I just don't think the system works in the way that you described. In my experience, I simply had a permanent reservation for the elemental rods, a branch, and a leaf. Everything else was completely disposable. This meant that I always had the option to light a grass field on fire. But it also meant that I had to manage inventory across fewer melee weapon slots. So in my case, the durability added nothing to the experience. I still reserved the interesting weapons, replacing them if I found a fresh version. Realistically, if those weapons/effects were rewarded in a dungeon (like previous Zelda games), I would have enjoyed the same experience but with less menus.
I've had that experience myself but I didn't really notice what you describe take place until late game when I had expanded my inventory slots and explored most of Hyrule. For most of the game you don't really have the space to have that happen. I certainly didn't always have a rod of each element if I was actually using them to fight. My gameplay style was to just use anything and everything I had. I never saved anything for a special moment.
Even then, when you do get to the point that you basically always have what you'd want to use anyway, that kind of solves the "problem" of weapon durability, doesn't it?
While it didn't bother me that much, I can agree the game could use a better way to manage inventory and menus. It's slightly cumbersome there. I really see that as a small QoL thing though.Not really. My biggest issue was the constant influx of new weapons requiring me to go into a cumbersome menu. That didn't really ever go away, even after I got the Master Sword.
Considering the quality of BOTW's quest design fetch quests wouldn't be out of place.
Unfortunately it is. The rewards for engaging in combat is not worth it.
Eh? Combat is the most rewarding thing in the game. It gives you both weapons and monster parts. You generally get more weapons for killing enemies than you break fighting them. The monster parts they drop are one of the best sources of rupees, are essential for potions, and have other good uses too.
The more you fight, the better off you are.
Unbreakable weapon mod on CEMU drastically harmed the combat experience for me compared to playing it on the Switch.
It's a system that was obviously designed to utilize the Wii U gamepad. I expect the sequel to be have a much better UI.Not really. My biggest issue was the constant influx of new weapons requiring me to go into a cumbersome menu. That didn't really ever go away, even after I got the Master Sword.
I mean BOTW's combat is what it is. It's relatively simple. That's not to say there's no depth at all, but obviously it's no DMC or anything like that. The different weapon types, however, absolutely play and feel different from each other. I don't think that's really up for debate. Again, it's not like, say, monster hunter where a different weapon almost makes it feel like you're playing a completely different game, but it's enough to give variety. Especially in the heat of combat where you might be losing weapons.Ah okay, I see where you're going with this. I don't want to derail the thread, so I'll just say, I don't think the movesets on the weapons you described were anywhere near deep or interesting enough to have the effect you're describing. Swapping between those weapons had minimal effect on the gameplay.