

You'll see them more often and as a result are more likely to get one with better affixes over the course of your run. There is essentially no downside to leaving every inferior item unlocked. For every run, you'll get a pool of X (let's say 10) for each category of weapons/shields/ranged weapon/skills that you can get over the course of your run. If you don't have 10 of each of those categories, any time that item would have appeared, you get -nothing. Go to a shop that would have the weapon from a slot you haven't filled, there is no weapon there. Beat an elite that would have dropped a ranged weapon from a slot you haven't filled, he drops nothing. Open a Cursed Chest that would have had a skill you haven't filled, you get nothing.

Now you have a legitimate reason to unlock more items (give yourself the chance to see a useful affix or at the very least recycle the item for gold). I'd also like to see new upgrades that allow you to purchase guaranteed slots for your favorite items. Purchase one slot, and you can make sure that Ice Grenade is always in your pool of skills. Give people a way to play more often with their preferred items while giving them a reason to at least consider using alternative items on their run and preserving the variety that makes rogue-likes interesting and deep.Ī much better solution would be to make each "inferior" item more attractive, instead of forcing the player to use items they simply not enjoy using. You could achieve that in all kinds of ways, instead of simply buffing items, that players find too weak. Like rewaring doors/secret, requiring a specific type of item, enemies being weak/strong against certain items/effects, fun synergies with certain item-combos, etc (amulets would be great for that). Sure, it's not easy to strike a good balance with a rewarding, rather than punishing solution, but that's what early acess is for after all. While I am all for balance, that is all but impossible. People are going to have individual preferences that arise from a difference in play-style. I place a premium on crowd-control, so items like the Ice Grenade and Magnetic Grenade suit me. Others may prefer to see their skills inflicting significant damage instead. While in some cases inferiority is objective, in most instances it is purely subjective. Encountering typically inferior/less-preferred equipment with bonuses that complement the particular run encourages players to adapt and makes the game deeper and more replayable.įorced variety is a staple of the rogue-like genre. That is currently lacking from the game because the game actively rewards you for leaving content locked.

Originally posted by Mercury529:People want it to cost cells because variety is supposed to be a part of a rogue-like.
