For The King

For The King

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WadeStar Mar 8, 2017 @ 6:16pm
Glass Weapons should do damage even when they break
I swear I've had glass weapons break on the first round more than I've had them actually work. Yes, this is just bad luck. It's RNG. But it's really unpleasant and bad RNG. This could be made less rage-inducing with a simple fix that mitigates the all-or-nothing trolliness of the glass items. I mean I've basically reset the game when this has happened because I only attempt a glass weapon when it could be a game changer, ACTUALLY of some use, and because the odds of it breaking ON THE FIRST ROUND are so low. But no. It breaks uselessly and I die. Haha, well done game, you totally trolled me. More the fool me gambling on an 80+% chance of successfully killing just that ONE monster. And killing that ONE monster on the first round, even if that's all you did you POS glass weapon, would have redeemed using you even if you broke after that.

Do you want players to use these weapons at all? If so, then I humbly suggest you make the weapon still do damage even when it breaks. Too powerful? Then how about at least half damage? Just make the weapon have some redeeming quality. Heck, even if it guaranteed broke after one use but still did damage it would be useful. If you could focus it but it broke as a result of being focused, it would still be useful. Currently it's just pure LOL RNG garbage.
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Showing 1-15 of 16 comments
出棋不意 Mar 8, 2017 @ 10:47pm 
Definitely feel the same. What I've experienced told me selling all the glass and sapphire weapons would be the best choice for the high price. For improvement I would like them to have two slots instead of one, or break after several fights/ uses/ days.
Abaddon1 Mar 9, 2017 @ 5:04am 
It can be an issue where bad luck screws you over, but as long as you are using the glass weapons on a character with a high value for that stat ideally later in the game when the stats are much higher due to your equipment it can be a pretty devastating weapon.
tomoscar Mar 9, 2017 @ 6:41am 
Originally posted by WadeStar:
I swear I've had glass weapons break on the first round more than I've had them actually work.
I got a breakable 1H glass sword dealing 28 physical damage in act 1. Saved it for the Glittering Mines fights. However, it broke in the first attack and did 0 damage. Glad I had e 2H sword for backup. Next time I will sell glass weapons straight away. Remembering elven swords in Skyrim, I first though that this would be a great weapon, since other breakable weapons does last quite a few fights.
Captain Worthy Mar 9, 2017 @ 7:27am 
I can imagine glass weapons being brittle as heck but sapphire too? Sapphire is really tough in RL.
WadeStar Mar 9, 2017 @ 9:20am 
Originally posted by Abaddon1:
It can be an issue where bad luck screws you over, but as long as you are using the glass weapons on a character with a high value for that stat ideally later in the game when the stats are much higher due to your equipment it can be a pretty devastating weapon.

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.
El Duque Mateo Mar 9, 2017 @ 3:43pm 
I think they should only break on shields and armor units. Unit with no armor, the glass weapons should wreck the enemy.
WadeStar Mar 9, 2017 @ 4:36pm 
Originally posted by Chuckles:
I think they should only break on shields and armor units. Unit with no armor, the glass weapons should wreck the enemy.

I think that would be OP, though.
catfoodbob Mar 9, 2017 @ 5:11pm 
perhaphs the ability to focus, to where it doesnt break if you fail. but it still can fail.
ComplexGame Mar 9, 2017 @ 8:27pm 
i dont mind th eglass weapons. its about a 1/4 chance to break if you have good stats
WadeStar Mar 10, 2017 @ 10:29am 
It's not about the odds. It's about the gamble. It's a gamble that no one would take because the repurcussions for losing don't merit the risk in any situation.
Abaddon1 Mar 10, 2017 @ 11:50am 
Originally posted by WadeStar:
It's not about the odds. It's about the gamble. It's a gamble that no one would take because the repurcussions for losing don't merit the risk in any situation.

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.
WadeStar Mar 10, 2017 @ 3:50pm 
I'd like to hear in what situation you found the gamble worthwhile.

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.
SourceUnknown Mar 10, 2017 @ 8:19pm 
I never use glass weapons, I sell them as theres a lot of money in doing so for gearing up.
Ozymandias Oct 24, 2017 @ 12:12pm 
When you are pretty sure you will win, but want to save money on heals/herbs, you could just use the glass weapon to potentially save on that value.

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.
Cap'n Darwin Oct 24, 2017 @ 2:50pm 
Store up Golden Root and use at least one focus to avoid the critical failure roll. I sell them 90% of the time.
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Date Posted: Mar 8, 2017 @ 6:16pm
Posts: 16