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Did you enjoy Breath of the Wild's weapon durability system?

See thread title

  • Yes, it made the game richer

    Votes: 122 27.4%
  • No, it detracted from the other things the game did well

    Votes: 324 72.6%

  • Total voters
    446

Banjo64

cumsessed
It neither made the game richer not worse. It was an interesting mechanic that formed part of the game/game play. I loved the game. Didn’t give a shit about having to swap weapons, it just made each fight more strategic in my opinion. The people that go on about it are pretty weird IMO.
 

01011001

Banned
I can't find a single issue with it...

they should have had a way to make weapons unbreakable maybe, with a shop upgrade or something, or maybe have a few unbreakable weapons to find, but I never had issues with it.

if you run around with 3 of each type of weapon, I don't see how it's an issue that you have to pick up another one after a while 🤷

these days everyone just wants to get everything in a game handed to them it seems.
 
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dave_d

Member
I've said once I'll say it again. It didn't bother me that the weapons broke. What I didn't like was there was no way to get information on how much durability a given weapon had. I wished that they had done something like every time Link broke a weapon the game would do a roll and if it was successful you'd "learn" the weapon and then there'd be some sort of durability indicator. (Like a number or a bar indicating how much health the weapon had.)
 

Danjin44

The nicest person on this forum
I personally didn't have issue with it, in fact I didn't know it was such a big deal until saw GAF complaining about it.
 

april6e

Member
In the majority of games that have these sort of systems, you could completely remove it and it wouldn't affect the game at all. There is a time and place for them in games such as Fallout but they are tacked onto games that don't need them and it actively slows down and hurts the gameplay. Obviously Breath of the Wild is the premiere example considering the fact that nobody played OoT and was like "I want an entire combat system based around the Biggeron Sword". Nintendo added a system nobody asked for and solved a non-existent problem the franchise never had.
 
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EviLore

Expansive Ellipses
Staff Member
Didn't ruin BotW by any means, but no, I didn't care for it. Everything is disposable, so most of what you find doesn't matter. Maybe it's an improvement over finding five rupees in treasure chests, but it's a far cry from top tier.

BotW is dead easy, though, so the artificial resource scarcity helps to keep you on your toes a little bit.
 

KungFucius

King Snowflake
It didn't break the game, but it added a level of useless bullshit stress to the game. I mean shit you get this nice fiery sword that makes quick work of most enemies, but you don't want to waste it on easy stuff so you basically don't use it until you absolutely have to. Then you have to mourn it's loss when it fucking breaks. I'd rather they kill Zelda in the story then kill my coolest weapons. The odd thing is that they almost perfectly tuned the loot and Master Sword so you'd always have something good enough to fall back on. The second time I played it I wasn't phased by it but it did still piss me off. It basically became some over the top way of making loot important without having to keep jacking up the power of late game weapons and enemies.
 

fart town usa

Gold Member
Wasn't really an issue for me. You get so many weapons and after a certain point you're basically a tank. I had so many OP weapons on hand for the last 40 hours of the game.

Most annoying thing to me was waiting for the rain to stop so I could continue climbing.
 
Yes, you were collecting and using all kinds of weapons and saving the best for the biggest enemies.

I don’t get why people complain about these things. Just like inventory limits: these are the rules of the game, you can play within them.

You don’t hear football players complaining every match about how inconvenient the off-side rule is..
 

Yoboman

Member
No it's an absolute garbage system designed to make you use different weapons rather than intelligently designing the gameplay around different weapons. Easily the least thought out component of BOTW

Durability on sticks and such makes sense. It makes little sense on the amazing sword I found hidden in a temple. If you have durability on that it should just diminish the attack strength after a long time of use like the Souls games with an option to then repair

A better system would encourage weapon experimentation with different attack patterns and effectiveness on different enemies, intelligent AI etc. BOTW goes the cheap and nasty path
 
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01011001

Banned
I was decorating my house with overflow magic and ancient weapons. Had way too many to carry.

same, at some point you just run around with a full inventory of ancient weapon variants and the odd elemental weapon mixed in.

I eventually decorated my house with fire weapons

I am so confused at the people that had even the tiniest issue with this system.
 
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Holammer

Member
Yes and no, the weapons are a little bit too brittle. It gets a bit annoying later into the game when silver mobs start appearing as they are stupidly tough, so you have to make a decision of what two'ish weapons to use up and they often drop shit, turning the process turns into cost-benefit analysis.
Still, I spent 137h enjoying myself, so it's not a deal breaker.

New abilities like Ascend in TotK worry me more than durability. I enjoyed the travel and would hate to see it trivialized.
 
same, at some point you just run around with a full inventory of ancient weapon variants and the odd elemental weapon mixed in.

I am so confused at the people that had even the tiniest issue with this system.
That’s because this system is actually novel and people keep treating the weapons in the game as conventional weapons, while they are more like ‘potions’ that add damage to your attacks for a limited time.
 
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