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Being adaptable and flexible will always serve you better in these types of games, rather than trying to force something you will inevitably miss a crucial component for.
You may not be able to cherry pick 100 % what you want, but it does try to work with you, to an extent. And it's not like you're locked into anything. You're always free to replace any piece of equipment that has outlived it's usefulness - which will become increasingly more obvious the longer you play the game.
Cool to hear about the gifts, but as far as I can tell that doesn't occur with weapons. It's extremely rare that I get upgrades to currently equipped weapons.
I'm curious if its possible to add in more elements of meta-progression to the game that support different build paths, buffs, gifts, weapons, etc. rather than just expanding the number of items in the available pool of options.
If for example your current build has a lot of status effects, but no way to apply it constantly, and a boomerang drops - you take the boomerang, because it applies them very, very quickly and they really pile up, especially with a couple speed boons. And if you're not comfortable with using boomerang, you take that opportunity to get used to it. Because in the long run this is what will make you a better player.
My critique remains.
If the introduction of more items, weapons, and trinkets only serves to dilute synergistic combinations, then the game isn't rewarding players for progressing, it is punishing them. Especially as one moves into higher difficulty modes, where synergies can make or break a run.
Being flexible with builds is certainly a staple of these games, but when a simple weapon swap renders 2 or 3 gifts useless, then it brings up major balancing issues regarding builds, drop rates, and potential combinations.
Why focus on any gifts that build upon a specific status effect if it only pigeonholes a player into depending on a specific weapon loadout with no guarantee of any future upgrades for that weapon?
The other option is to create a generalized build in order to compensate for eventual changes to loadout; aka focusing on versatility rather than speciality.
This renders many of the gifts and status effects to the bottom of the tier list, as they are synergy dependant.
It disincentivizes a sense of progression and build creativity.
Then I suppose you gotta keep save files with the stuff unlocked you actually want, until they add options to remove the rogue out of this roguelike. Like in Dead Cells.
In DC it was mad how you could upgrade weapons and basically havbe them all complimenting each other. One does fire damage, one does increased damage to enemies on fire etc etc
None of that is here. Yet. I'm hoping that something similar to that will eventually be added. The game is pretty dry without it.
There's options available to resolve this.
This means that your early gift option pool is in fact either more limited than it should be, *or* super anti-synergistic with your weapons by the time your reach biome 4, unless you happen to get a pure weapon upgrade.
It's also a little frustrating that progressing with the game and unlocking more stuff dilutes the pool, making it feel like you're just weakening your options. Feels silly to spend resources to make yourself weaker, there's no reason to ever buy a solid 70% the gift options, all doing so does is make the game harder.
I appreciate that roguelikes are fun in part because of the run diversity, and not always getting what you want. It's just that the way the game gives you these options feels like you're being punished for doing well.
It is also irritating to have to constantly trade weapons for new biomes, just so it's a high enough level. Even if its a weapon you don't like. Not being able to upgrade current weapons is kinda bogus
It feels this way because only a few of the gifts compliment each other. And its barebones at best, one example is spawning a scythe after x base damage gift + scythe duration and damage gift. There's two other examples with goo and brutality, that's it as far as I've seen.
I was obsessed with having weapons and powers compliment each other in DC, unfortunately without that I'm getting kinda bored.