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1.There is an item that lets you keep witchfire upon death and even an arcana perk that lets you do that. The treasures you loot also stay with your corpse. The only thing asked of you is to simply retrieve your corpse.
2. Everything you collect converts to gold pure and simple. If you can’t get those then use the witchfire to buy yourself a couple coins. Any of these issues you have are only present in the early game. With my 35 hours logged in currently lvl 107 with over 2K gold along with everything that was currently researchable done. To get spells and weapons cost you almost nothing to obtain early game and would be highly recommended you just collect all the weapons/equipment before moving on to spending gold on those upgrade incantations.
1. Note I wrote this post before the update that introduced said items to the game.
Also, those items force you to choose between treasures and volatile witchfire to keep upon death in exchange for having no corpse to loot resulting in losing literally everything else. There is currently no way to recover keys, strange coins, feathers, etc misc items that are definitely useful outside of recovering your corpse.
In addition, you only get 1 chance to recover your corpse. So if you died in a dungeon or inescapable boss fight (Isle of the Damned Tower and Scarlet Coast boss come to mind), if you go to a different location, or you simply get an unlucky spawn, then you lose everything or need to use an item that forced you to choose between recovering treasures or witchfire.
2. Not everything collected converts to gold btw, only treasures. Strange Coins, volatile witchfire, supply keys, feathers, and treasures all get lost upon death last I checked, with maybe some consumables too (not sure). Yes, they're often easy to farm, but some of us would rather progress than farm.
3. Right now, there is no way to save supply keys, feathers, strange coins, or similar that you gather between runs to my knowledge, so if you are planning a boss or dungeon or simply to explore a new location, then you are risking all of what you farmed up or bought whether you like it or not.
So I still stand by my initial suggestion of adding a stash to the hub that allows a player to "start a collection" aka a stash mechanic, or to be able to sell their excess misc items before a run where they expect to die a lot so that they at least get something instead of nothing prior to the run.
You can purchase keys and strange coins from merchant. Keeping feathers would be utterly broken as you’re suppose to have your arcana reset every expedition to keep them feeling fresh and unknown. If you fail to retrieve your corpse then that’s the result of, I have to say, skill issue which you can easily learn from and improve upon while like I’ve mentioned numerous times there’s always a backup solution which is always gathering witchfire chunks that you can never drop and their sole purpose is to be your emergency funds for ultimately losing your corpse. Back to the strange coins ATM their only purpose is being used as a payment for one of the entrances to the castle to which you can easily bypass with some platforming so that item is honestly utterly useless for the time being.
RNG is a thing in this game you know. Get a bad enemy spawn even after using a placebo item, and everything is gone, skill level be damned.
Also, unless it was added in a recent update, one can't buy strange coins from the merchant. And to reiterate, strange coins are otherwise completely useless aside from a singular use that can be bypassed through terrain, as you yourself agreed. So giving them a use, such as being optionally sold or as a currency to stash items, would only add to the game in a meaningful way.
In addition, some players like to hoard items and collect stuff. So if we're 10 runs in and having to ignore pickups because we've maxxed out our carrying capacity, it's annoying and grinds against our looter/collector's hearts. Hence a means to sell our hoard, or set it aside for "a rainy day" via a stash.
Again, I point to boss and dungeon runs. If you plan to do such a run, you don't want to bring all your perishable items. It only adds extra stress. So being able to sell or store them would be a nice QoL addition.
Finally, there's no need to attack others who want something that virtually every other souls-like, let alone nearly every other RPG, has (a stash) or that rewards them for collecting a bunch of otherwise useless items (selling). This game literally has no stash or sale mechanics last I checked, and I think such would make a nice addition. It's got nothing to do with skill or lack thereof.
I wouldn’t know what you truly need to stash that you already can. Elden ring doesn’t let you stash away your light if you don’t want to lose it on a boss or dungeon(probably to play off the choice of taking risks)and provides the same alternative in those massive light orbs that you randomly come across that act as your emergency savings if you so happen to find yourself unable to retrieve your corpse. I don’t even know what else should be added in the merchant shop that won’t throw off the game’s balance now unless of course I’d want an item that could aggravate the witch to give me more enemy types like the drowned captain(maybe like something to lore of a little group of mercs that are expert preyer killers) to come at me or strengthen the enemies on the map the moment I consume it. Pretty much another variant of the broken mirror but affects the map as a whole for the entire expedition.