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7/10/2025, 6:29:06 PM
>>715036829
The system itself is fine. Having a set of upgrade resources for Normal Weapons Vs. BigFuckAss Boss Weapons is a sound idea to curate progression for unique rewards and abilities.
The problem is the system will bizarrely apply to weapons that don't fit the boss reward theme or vice versa.
It makes first playthroughs confusing and tricks you into wasting resources on shit you didn't know would eventually suck.
Couple that with how insanely rare it is to find GOOD stones until you get well past the point you need them and it makes the wholes system feel needlessly tedious on repeat playthroughs when you just want a weapon to be as powerful as it can be for the progress you are at in the main quest.
They accidentally made it so that building a new character is an absolute chore because of smithing stone distribution but I also don't know how you could fix such a problem without breaking the progression of the map.
The system itself is fine. Having a set of upgrade resources for Normal Weapons Vs. BigFuckAss Boss Weapons is a sound idea to curate progression for unique rewards and abilities.
The problem is the system will bizarrely apply to weapons that don't fit the boss reward theme or vice versa.
It makes first playthroughs confusing and tricks you into wasting resources on shit you didn't know would eventually suck.
Couple that with how insanely rare it is to find GOOD stones until you get well past the point you need them and it makes the wholes system feel needlessly tedious on repeat playthroughs when you just want a weapon to be as powerful as it can be for the progress you are at in the main quest.
They accidentally made it so that building a new character is an absolute chore because of smithing stone distribution but I also don't know how you could fix such a problem without breaking the progression of the map.
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