
"Nobody in their right mind would make their first weapon a Winmillion to "have fun" over something from the Brandish line or from the Sealed Sword line. You simply cannot derive a substantial quantity of fun from a game if you do not sufficiently stand a chance against your PVE mobs. It's like playing an MMO with the mobs levels permanently 5 levels higher than you. Nobody in their right mind would make their first weapon a Winmillion to "have fun" over something from the Brandish line or from the Sealed Sword line. If you end up progressing the game with a weapon that has an insufficient amount of power to justify spending crystal energy and crowns to craft I would bet you wouldn't be happy about it being sub-optimal. When a weapon is underperforming compared to other weapons you end up not being able to perform as well as others and what you end up with is a bunch of "noob traps" that some people will be bound to fall into. The problem with that mode of thinking though is people are paying either a large portion of time or a portion of their money to obtain these weapons. I wouldn't say that some weapons were designed with the intention to punish players for using them, more like OOO has not found a suitable answer to their design pitfalls to begin with (many significant changes in the game occurred post-release) and fiddling with the numbers a bit doesn't solve these pitfalls.Īlso, I'm not exactly sure what I'm arguing for.ĮDIT: I wish people stayed to the topic on my threads q.q nevur happens "some weapons are designed to just punish players for using them" I didn't get the chance to try it out before OOO removed the Spurs' unique attack movement, but I have heard many complaints in OOO removing it. Let me ask you, how did the Spur users of the past deal with the 'forward-moving slash combo'? I dunno. "the forward-moving slash combo of hits will most likely make u end up in traps or on the way of other monsters attack since all of tier 3 areas are plagued of traps and tini tiny spaces." I could continue to write an essay about this stuff, but it'd take way too long and no one would probably care. Casual games like: Rouge Legacy, Angry Birds, Plants vs. Things like balance and stuff like that, matters less for these casual games and moreso does the aesthetics and intuitive gameplay matter. These other weapons that are subpar in pwning everything could be changed to have increased damage or status effect, but this is a predominantly PvE game that is more for casual players than competitive players. The way I see it, is that SK isn't about balance, it's about having fun.
