

A better solution might be to add small special properties to the normal weapons as well (like how the phrenic bow zooms in for snipes) and make them repairable so that they would still be used in certain situations even though you always have access to your best weapon. However, I still think it would discourage using anything but the very best non-utility sword or bow and all of the others would go to waste. Making utility weapons (like the elementals) unbreakable would encourage using them for their special properties. I'd much rather be able to pick one up and then keep repairing it. But it's annoying to have to keep track of that and to need to go out of my way to get it back. It's a bit better on this playthrough because I'm keeping a list on my phone of weapons I've found and not picked up or which will respawn after a Bloodmoon, so I'm less worried that if I lose, say my frost sword, I'll be stuck without one when I really need it. (Also it means I actually fall back on using my favourite even more, because that's the Master Sword and it's the one I can't actually use up.) For me the durability system actually discourages it, because I don't want to risk wasting something I can't easily replace. Honestly I've never felt like I needed an incentive to use different weapons, the fact that they're available is enough. That takes up 1/2 a fully upgraded inventory, and on top of that I like to have a mix of one-handed and two-handed generic weapons so I always feel like I'm close to running out of something but don't have much room to stock up. Maybe part of my problem with the weapon system is I like to have a wide variety of things available to use in different situations.Īs soon as I reasonably can I try to make sure I've got one of each rod, and one of each type of elemental weapon, a boomerang, a torch, a hammer and a spear, all of which I don't use very often but like to have available for the times when they're useful.
