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It seems hard to get a stat over 90 in this game, especially in act 1.
It's just that the weapons are such an extreme critical vs. critical fail that I can't justify using them except for absolute Lulz. And so that effectively means from a meta-gaming standpoint they're utterly useless items. Only a madman would risk using them in any meaningful situation. With a little tweaking, they *could* be useful but still retain their random breakability and limited use nature. Just one little teensy-tiny tweak like any of the ones I suggested... I don't want an OP weapon... just I want a weapon that I can use.
If I were to make a real-life hypothetical of why I won't use them, it might be something like this: You have an 83% chance of winning 10 million dollars, but if you fail, you die. Most of us would not take that bet. I know I wouldn't. This is the kind of gamble in-game that I think glass weapons currently present. Change the fail condition to something more like losing a kidney, and ok, I'll think about it.
I think that would be OP, though.
That is kind of the point. They are a high-risk high reward weapon type... I find them very useful for certain circumstances but can get punished for taking the high-risk route. The more risk averse probably wouldn't use them much. I would say that is pretty much exactly how the items should be rather than just buffing them until they have broad, general use.
I don't want them to be "buffed until they have broad, general use" either. So let's agree on that at least. I'd like to be able to say "In situation X, it is rational to use a glass weapon." But I know of know situation X. Therefore I've made my argument that the weapons are useless and should be tweaked so that there is at least some situation where the player might decide to use them. More decisions available to the player, the better the game.
I still maintain that if the weapon did half-damage upon breaking, it would at least introduce instances where I could justify the "high risk high reward" gamble. Right now it is not "high risk high reward". That implies a balance between the risk and the reward. My argment is precisely that the risk is not balanced with the reward.
Glass weapons can be sold for a fair penny as well. So, you have to calculate the opportunity cost of either option, both of which are beneficial to the player.