QUOTE(utsurimono @ May 17 2015, 22:15)

A more likely answer is it's annoying as a game designer when you give people 15 consumables and 15 slots and everyone stocks almost every slot with the exact same consumable, not even varying by play style ... and maybe they use 1 or 2 other things, but half the items you designed aren't used anywhere but novelty/joke sets.
Honestly this made me sad even as a player, so I'm mostly happy with this change. Now if only the pots weren't nerfed at the same time ...
At last I find something that makes sense; removing code for inactive accounts.
Maybe players used the same items for consistent play? What point was there in carrying around tiny, useless recovery potions when fighting at higher levels? Isn't carry multiple high-powered potions a more logical thing to do?
I suppose though that falls into the saving code bit; reducing total types of items.
Doesn't make it any less irritating to have a limited used of item types.
Also still clueless about the point of how weapons level now... but then I never understood the point of it before; especially since Item World seemed like a lot of pointless effort for zero real return.
(edit) Not sure about Infusions either, since I never use them... They never seemed to make any difference in my attacks.
Different play styles? There are any? I've never seen magic attacks as anything but an auxiliary; that leaves 'smash it until it dies.' Certain weapons may have a bonus damage effect; and I'm willing to use something that grants me helpful damage bonuses; but I'm effectively from the "HULK SMASH!" school of monster bashing... "Make yourself so strong subtleties of weapon type don't matter; you simply crush the target with raw power.
This post has been edited by SakakiFan01: May 18 2015, 05:48