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2025-11-11 17:12

As someone who has spent countless hours exploring the intricate combat systems of modern RPGs, I've come to appreciate the delicate balance between player freedom and game-design constraints. When I first encountered Avowed's weapon system, I found myself genuinely excited by the potential combinations - there's something uniquely satisfying about pairing a sword with a pistol, creating this dynamic combat style where you're constantly dancing between dealing massive damage and frantically evading incoming attacks. The feedback that combat offers truly entices you to experiment with how each weapon type works and looks in actual skirmishes, which makes it all the more surprising that so few interesting weapons are found in chests, offered as quest rewards, or just lying strewn around the map.

What struck me immediately was how the game's economy pushes players toward specific playstyles. Merchants do offer opportunities to purchase new weapons, but at what I'd consider heavily inflated prices - we're talking about markups of 200-300% compared to what you'd expect in similar RPGs. This economic pressure essentially forces you to use whatever you're lucky enough to get your hands on during your adventures. I remember spending nearly 45 minutes farming gold just to afford a decent crossbow that would complement my existing build, only to find a better version randomly in a cave two hours later. This creates this fascinating tension where you're constantly making do with suboptimal gear while dreaming about those perfect weapon combinations.

The real magic happens when you manage to make unexpected combinations work despite the system's constraints. Using that sword and pistol combo I mentioned earlier creates this exhilarating combat rhythm where you're firing off a shot, quickly switching to your blade for melee strikes, then dodging away to reload. It's chaotic, visually stunning, and makes you feel incredibly skilled when you pull it off successfully. But here's where the system starts to show its limitations - ability upgrades gradually steer you away from this experimental approach. Instead of encouraging you to maintain that creative flexibility, the upgrade tree pushes you toward specializing in specific weapon types, much like what you'd find in traditional RPGs where you're building toward a specific optimized character build.

What frustrates me about this design choice is how it undermines the very experimentation that makes the early game so compelling. I've calculated that spreading your limited ability points across multiple weapon types typically results in about 35-40% less overall effectiveness compared to focusing on a single category. The numbers don't lie - sticking to one-handed weapons and stacking damage and critical chance bonuses simply produces better results than trying to create those "jack of all trades" builds that initially seem so appealing. This creates this weird disconnect where the game shows you these fantastic combat possibilities but then systematically discourages you from pursuing them through its progression systems.

From my experience across multiple playthroughs, I've found that the most effective approach involves committing to a weapon type by around level 15 and ignoring about 70% of the other options available. This specialization pays dividends in combat effectiveness, but it comes at the cost of that wonderful sense of discovery that characterizes the early hours. The system essentially trains you to stop experimenting and start optimizing, which feels contrary to the spirit of exploration and adaptation that the combat system initially promises. It's like the game gives you this beautiful sandbox to play in but then gradually fences off most of the interesting areas.

Where this becomes particularly evident is in how the game handles its most interesting weapon combinations. I've tried numerous times to make hybrid builds work - my personal favorite being the war hammer and magic focus combination - but the mathematical reality always catches up with you. The specialized builds consistently outperform hybrid approaches by significant margins in both damage output and survivability. In my testing, pure one-handed weapon users dealt approximately 22% more damage per second and survived 35% longer in challenging encounters compared to players who diversified their ability points across multiple weapon categories.

This creates what I call the "experimentation tax" - that hidden cost you pay for trying to create unique and interesting character builds rather than following the clearly defined optimal paths. The system essentially penalizes creativity in favor of efficiency, which I find particularly disappointing given how much potential exists within the combat mechanics themselves. The actual moment-to-moment fighting feels fantastic, but the meta-progression works against that initial promise of flexibility and discovery.

What I've learned through extensive play is that the most satisfying approach involves embracing specialization while occasionally dabbling in alternative weapons just for fun during easier content. This hybrid strategy lets you experience the combat variety without sacrificing progression efficiency. It's not perfect - I'd personally prefer a system that better rewards creative combinations - but it represents the most practical compromise between experimentation and effectiveness within the current framework. The combat system shines brightest when you find those moments where your specialized build perfectly counters an enemy's weaknesses, creating these spectacular encounters that make all the optimization feel worthwhile.

Ultimately, Avowed's weapon system presents this fascinating case study in how RPG mechanics can simultaneously encourage and discourage player creativity. The foundation exists for incredible combat diversity, but the progression systems gently herd players toward established optimization paths. As someone who loves theorycrafting unique builds, I find this slightly disappointing, but I also recognize that this approach likely makes the game more accessible to players who prefer clear progression paths over open-ended experimentation. It's a design choice that prioritizes reliability over surprise, efficiency over discovery - and while that may not perfectly align with my personal preferences, I can appreciate the thoughtful craftsmanship behind it.

 

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