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I do consider that a flaw in the game's design, most likely related to the fact that you can finish the game without completing side quests and contracts. (The point being that for us completionists, we can't help but become overleveled, thus rendering such gifts useless.)
Found new relic sword? Its gonna be weaker than that kitchen knife that bandit uses, cause, you know, sword is lvl 9, you are lvl 11, and bandit is lvl 20 and he is gonna two hit kill thousand years old witcher.
The point about Hattori (and the master armourer) is to unlock the ability to craft master quality items. The sword is just a reward for the quest. Crafted weapons and armour are always the best option, it's what you should be using throughout the game, pickups are for funding your crafting or for gaining materials (lots of mid to endgame armour gives you draconid leather for far less than it casts to craft).
Funniest thing there that through course of couple months our experienced lifelong learner witcher starts yet again back at Lvl 1 as rookie and improves colossal factor 10 in dmg output by Lvl 30. Logically he'd be professional from Day 1 in TW3 just like he should've been professional at beginning of TW2 already :P
+1
None of gifts I got in this game were any useful but I was way overleveled anyway for main quests since I kept going for quests with recommended lvl 5-10 above my own. Only seriously hard fight was that high-lvl griffin in Skellige (people say Lvl 48 but it only displayed ??). Lvl gap with storyline only started closing by Isle of Mist and on but I was still 4-5 lvls ahead (lvl 34 at beginning of last battle just in time for mastercrafted witcher gear).
You mean stats within their current system I guess but more nonzero values? Because I found relic sword with +2% instakill chance which could've been useful (except had too low dmg for my lvl) since witcher gear gives 0%.
Yeah I think Mass Effect 2 and 3, or Dragon Age Origins made weapon progress much better than W3 or Fallout4. And Fallout 4 possibily does it better than W3.
Note to developers - do loot and weapon progression properly in Cyberpunk 2077.
Right now it's crit dam, crit chance, bonus xp, bleed chance dismember chance, sign intensity, poison chance, adrenaline gain and not really much else, and that's quite the limited amount of properties that the weapons can have.