• NephewAlphaBravo [he/him]
    ·
    edit-2
    1 year ago

    Dead Cells does this well, every weapon is bespoke with unique attack animations and fixed stats, item level upgrades those stats but it's tied 1:1 with progress through the game and basically just exists to discourage getting attached to your build (it's a roguelite after all). And then it rolls a couple random modifiers, but it's bigger and often build-defining effects like "+40% damage to burning enemies," "+100% damage dealt and taken," "splash burning oil when you take damage." You know pretty easily whether you want the weapon's playstyle and/or mods, which is perfect because again, it's a roguelite and you're supposed to keep moving and not get too attached to your items.

    • Eris235 [undecided]
      ·
      1 year ago

      I don't love Dead Cells's item system (I still prefer my roguelikes to be more like Gungeon, e.g. no level and random mods, minimal stats, 90% skill based.), but I feel like on the spectrum of 'random loot systems' its very tolerable to me.

      As you say, there's not too many item level, the 'random modifiers' are weighty and build-defining, and its a roguelike, so there's no such thing as 'grinding a boss over and over to get "the perfect item"'.

      • NephewAlphaBravo [he/him]
        ·
        edit-2
        1 year ago

        I do love Gungeon but a run often starts to feel stale by floor 5, I think I just like having the extra push to change my gear over time.