Stiler
Member
Why do more rpg devs not make items that can be enhanced by the player to keep them "in-line" with them or make the characters skill factor more into how well you do with an item instead of setting an item "level?"
These are the kinds of things that some other games have done well.
IT makes all items useful, it allows players that find an item and like it to keep using it, even if it's 10+ levels after they first find it (IE Dark Souls/Bloodborne).
It's like the famous line from Conan: " What is steel compared to the hand that wields it?"
Geralts skill should play a bigger factor then the actual weapon, not saying that swords can't be "Better" or have different "stats" but the way you build geralt with his swordsmanship and skills could have been the main facitor in determining the dmg output and "usefullness" of swords or such, thus allowing ALL weapons to be viable while still allowing them to be different in various ways.
These are the kinds of things that some other games have done well.
IT makes all items useful, it allows players that find an item and like it to keep using it, even if it's 10+ levels after they first find it (IE Dark Souls/Bloodborne).
It's like the famous line from Conan: " What is steel compared to the hand that wields it?"
Geralts skill should play a bigger factor then the actual weapon, not saying that swords can't be "Better" or have different "stats" but the way you build geralt with his swordsmanship and skills could have been the main facitor in determining the dmg output and "usefullness" of swords or such, thus allowing ALL weapons to be viable while still allowing them to be different in various ways.