But such a weaponsystem is clearly a "I like or i dont like it" thing
Normal weapons?Ok,but the legendary Mastersword which lose power while using it?That was a garbage decision
I see the issue with having one weapon with infinite durability while the rest break, since obviously there would never be a need to touch any other weapons once you get the infinite one lol.
Though I suppose you could fix that issue by making certain breakable weapons stronger than the Master Sword, but more on that later. I really respected the decision on my second play through. Like
@Sentinel said, the idea of Link as Hyruleβs Champion being able to use a wide variety of weapons just made sense to me and made him feel more like a warrior. Which I think is part of how heβs supposed to feel.
In fact, 2 weapon classes might even be better if I think about it. Link is ultimately a swordsman, he was always a swordsman throughout the entire series. Hence his sword being his first weapon of choice should be a given. BUT! Link is also a very experienced knight, so him randomly carrying and using different kind of weapons isn't an issue.
Monsters drop their weapons, Link picks it up. He also finds random weapons on the map, Link takes them. These weapons would be part of the second weapon class. Breakable but strong.
Yeah but then thereβs the issue of players never touching the weapons because who cares when you have the Master Sword, which is among the strongest swords in Zelda lore?
You could make the breakable weapons more powerful or have different properties that the MS lacks, though I donβt really think this makes lore sense. In OoT for example, the Biggoron Sword was stronger than the Master Sword, but it was breakable and also took Seven years to forge. So I donβt think it makes sense for the world to be littered in weapons more powerful than the MS when they are supposed to be very rare.
You could make unique weapons with unique properties, but
A) BOTW already did this with freeze/shock/ice weaponry, and they made little/no gameplay difference in the grand scheme of things
B) you canβt really design a consistent experience around such weapons because thereβs no guarantee as to when players will actually have these weapons since they break
C) weapons with unique properties are basically just items, which Zelda already has.
I think the whole point of breaking weapons is like I said, to force players to experiment with different combat styles, and no other design choice is guaranteed to produce this kind of result. I understand itβs controversial but it really did grow on me, wearing down strong enemiesβ health by strategically breaking spears and such on them only to bust out a giant cleaver in the end for the kill lol. I enjoyed the shakeups very much and wouldβve never bothered with such techniques if I had an invincible sword.
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The biggest criticism I think I have for breakable weapons is how predictable it gets knowing Iβm about to have to break three weapons on this Lynel to kill it but I donβt really see how to fix that lol.