Phoenixmgs said:
But then that say Orange Drop wand that gives you chain lightning will be obsolete in a few levels and you'll just have to find another one that does the same thing to continue playing as you want. Just let the player use that the whole game until they find a better drop that say chains to 5 enemies now instead of 4. Any loot found before endgame is pretty useless in an hour or so, just fix that part of it. I got no problem with loot when it doesn't become useless or forces me to do needless inventory management.
The kettlebell analogy really only works for strength-based weapons where I can understand the character getting stronger and being able to use a bigger hammer. However, why does the previous hammer become useless then? Why can't that now lighter hammer be just as useful because your character can then swing it faster for more attacks vs using a heavier hammer that does higher damage per attack but does fewer attacks over time? It sorta doesn't make much sense for dex-based weapons like why would a rogue start out with some dull ass dagger. I understand getting more money as a character and affording nicer weapons but you shouldn't have to constantly be changing out your weapons and gear like you do in most games. You should mainly want to change out weapons because they give bonuses (like you mentioned) to certain things that enhance your playstyle vs them just dealing more damage.
But then where's the actual growth of the character? Part of the fun for some of these people IS unlocking new skills. And sometimes, these items acts as previews.
That's especially helpful if you were always a sword and board type of player and you're just stepping your toe into anything with magic. You always heard of Fireball so you figured you'd spec to that. But then you got this Chain Lightning. And that was amazing. But a few dungeons later, you received a belt that creates an ice aura that slows and damages enemies around you. Now you're left with one of two problems. Do you cancel the spec to Chain Lightning to get the ice aura because you like that better? Well, you don't have to choose to do so because you can just keep an item with that ability on you at all times.
Or the other problem is if your character even gets that ability. No? Well, yay for this item.
I like working to my powers. I've worked for my abilities in real life, and I like feeling that I've earned the ability to do X, Y, and Z. I get that some people don't like it, and it's an understandable position. But then it's just that. A position. That doesn't mean leveling or items are inherently stupid because you might not enjoy and/or get the idea of it. It's just a game design that you don't like. For a Looter game... I mean, that's the draw. People LIKE finding new stuff. People like min-maxing their stats and gear to be the Uber-est.
Keep in mind, there are a lot of games that does not do this (RNG item drops). So the answer might be just as easy as games that do this aren't right for you. Like fo rme personally, I do not get sports games. At all. Because I can't take a gun and repel an alien invasion. But I can sign up for my local football club and play some damn football. Football games on their own aren't dumb because I don't get it or like the idea. They just aren't for me.
Actually, the Kettlebell is often used for Flexibility [https://www.youtube.com/results?search_query=kettlebell+flexibility], or as one might say, to increase dexterity.
Well, I actually train in Kali [http://www.functionalselfdefense.org/kali/], so I can give you a real life answer. If permitted where I live, I might keep an extendable baton on me for every day self defense. The pros of it are that I could keep it on my body at all times, but the con is that while faster and easier to manipulate than my 32 inch sticks, that also comes with the problem of finer movements tend to wear out muscles quicker. Fast and precise is actually really, REALLY taxing on the muscles. I might out pain someone with my expandable baton and they will decide to leave. Or, I can get my metal 32 inch stick and one hit quit them.
And in efforts of real life protection... Yeah, the one hit quit makes the most sense. It's not always plausible, and since everyone is different, it's almost impractical to bet your life on. But if you're in a situation where you have to fight for your well being, you want to
conserve your energy as much as possible. Because of unpredictability. You don't know if this guy is the only guy you're going to face now. You don't know if he has a glass jaw or can easily rope-a-dope you.
Now, given the style, of COURSE I train for multiple flowing strikes. The concept needs a happy medium. Three solid strikes that will cause someone to lose effectiveness. Like an Abaniko to the temple, bash to the kneecap, jab to the hip complex. You don't need to knock them out, but give enough force in multiple areas that actually continuing the battle doesn't seem possible from their perception.
And to your actual weapon changing... It's just a carrot on the stick. Keep playing and look at how uber you can become! Doesn't that sound worth the 5 hours to get an even better wooden staff made of a magical, mystical tree?
I like to grind. So yes. Yes, it does. But to me. I absolutely get why it wouldn't sound great to others.