I know I’m late to the discussion, but as a casual player, I had to craft a new sword only yesterday and was surprised by the nerf to Telith’s Sorrow. I’m not here to criticize, but rather to try and understand how this change can be seen as a positive thing.
Up until now, I’ve been using four weapons (always two-handed swords), not so much for their damage output, but because I find them extremely interesting in their essence.
1- A sword that requires me to venture into a hostile location, guarded by a gigantic undead corrupted dragon, with the possibility of defeating it and extracting its bones and horns, which will be used by a legendary blacksmith to craft it to perfection, making it a powerful and lethal weapon. Its repair relies on hunting dragons and keeping a stock of their bones available for each new journey in exile, as its durability is low.
2- A sword that demands I face the challenges of a dark dungeon, located in a dangerous place with freezing weather and the threat of undead soldiers from an extinct legion. Only after defeating the legion’s commander, Tyros the Deathbringer, and extracting his still-beating heart, I can hand it over to my best blacksmith to obtain what I consider the best sword in the game.
3- A sword made of a rare and mysterious metal that can only be extracted by venturing north and facing the challenges of giants, mammoths, and saber-toothed tigers. I must be fortunate enough to stumble upon a rare meteor that, when exploded, yields the elusive Star Metal. Repairing this weapon requires frequent visits to that region to ensure a steady supply of star metal bars. Besides being deadly, the sword boasts an incredible visual with its radiant light, showcasing its rarity and power.
4- A sword whose raw metal can only be found in one of the harshest regions imaginable: the interior of a volcano. Once you learn to survive in such a threatening environment, acquiring this material isn’t too difficult. However, this metal can only be worked in a specific forge located deep within the heart of the volcano, protected by the Exile’s most formidable soldiers. Obtaining obsidian ingots is considered one of the greatest challenges one can face. Only after mastering this incredible metal I am able to return triumphantly to my castle, witnessing the sword being delivered by the skilled hands of my most trusted blacksmith.
For me, crafting weapons is one of the most enjoyable mechanics in the game. It requires constant maintenance (I don’t use repair kits), isn’t reliant on RNG, and the creativity and intelligence behind the concept of each weapon is one of the aspects I admire most. Imagine my surprise when I realizedd that all of this has been nerfed to the ground.
Now, from what I understand, if I want a chance at the end game, obtaining my weapons boils down to:
1- I have a base between two mini bosses: a spider and a scorpion.
2- I walk for about 40 seconds and reach the scorpion. I let my thrall kill it and acquire a powerful weapon.
3- I walk for another 2 minutes and reach the spider. I let my thrall kill it and obtain another powerful weapon.
4- I return to my base, leave the weapons and any potential loot there, and repeat the monotonous, random, repetitive cycle without any excitement.
Seriously, please tell me how this could be considered an improvement for the game? I’m not saying it isn’t; I’m just desperate to understand what’s happening with this game.
I actually started believing that the game had a deadline for the new era, so whatever was ready was thrown at the players (@CodeMage brought up this possibility). Was crafting weapons too easy? Make crafting weapons more challenging! Now, rendering one of the game’s best mechanics useless just doesn’t make any sense to me.