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+1
+1
Multiple Roguelites, and specificall 20XX added a similar thing. It's very much loved by everyone, and lets the player have their playstyle more often
I'm not talking about removing all the weapons but the ones you want. I'm talking about removing a couple you never use or don't want on your next run. Five or ten.
Hope this helps, and I really sincerely hope pool control just doesn't become a feature at all.
People seems to think that it would make the game unbalaced... well, then why not only make this feature available if you defeat the game with 3 cells using the "normal" pool, proving that you don't actually want to use it to cheese?
Also, this kind of feature would be also cool if we could store the locked/unlock in profiles, so that we could quick switch between them, or even a "dailly lock" that would lock items "randomly" and maybe offer additional rewards (like more cells?) for those playing using it, and so on.
Considering you can already reroll shop items, and eventually you will get all the items you want, so why not allow the player to get them sooner then?
Seems really upseting that the only way to do this pool control is to make a new save and not unlock the useless stuff. Currently, having too many unlocks feels like a punishment, and that's just wrong.
I view the blueprint mechanic as a deckbuilding card game. One aspect of success is putting strong cards into my deck (well handled by blueprints and forge upgrades). But the second aspect is cutting weak cards! And currently there's no way to do that, except for never unlocking them in the first place. Ever since finding some incredibly strong and fun weapons and skills I don't even know what most items in the game do, because after my experience with Spartan Sandals I don't unlock them anymore out of fear of substantially weakening my deck. And even if I start a second save file, I'll still always have the Nutcracker and the Electric Whip to deal with. Putting weak items into the base rotation and frontloading weak or joke items (Broadswoard, Spartan Sandals) is fine - as long as I can later cut them from my deck through some kind of investment (beating bosses, paying cells, etc). If you're worried about balance, put the dude in after the last boss and restitrict it to disabling 1 additional blueprint per run - I don't care if I have to work for it, I just want *some* way to get rid of garbage.
As it stands now, unlocking new items is not clear progression but gambling and as such discouraged. I don't believe this should be how it works and I would like to play a Dead Cells where I feel positively about unlocking every new item, even if it turns out to be weak.