Build builds in games like Diablo 4 or Monster Hunter Wilds is boring, but a genre does it the right place

Meinmmo editor Nikolas Hernes loves games like Monster Hunter Wilds or Diablo 4. Playing and trying out different builds. He even finds boring to build some. A genre is the exception.

What is meant by build building? Games like Diablo 4, Monster Hunter Wilds or Borderlands are different, but you can build different builds through skills and various weapons. You can go to elementary damage or focus on specific weapons.

For so-called theory crafts, such titles are like a playground. There are many tools to let off steam. In places, fans of the deep character systems try to design new builds and strategies for hours.

I don’t want to know anything about that. I like to play endgame content in such games, but I don’t care. I prefer to look at the finished builds in Monster Hunter Wilds, build them up and plunge into the battle without thinking much about it. Why Skill A is better than Skill B, that doesn’tch me in the game itself.

I also use finished builds in games like League of Legends and vary slightly depending on the opponent. I do not want to deal with numbers or heavy-through synergies. I find that boring. I want to play and storm directly into the action.

But there is an exception. A game genre awakens the urge to try out their own things, and these are the rogue liter and rogue-likes.

The Binding of Isaac: Repenance – Trailer

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Rogue-Lites awaken my urge to experiment

Why are Rogue-Lites an exception? There are above all 2 reasons why I have interest in Rogue-Lite’s own builds.

On the one hand, these games are run. In other words, I usually start every run without a specific item and take what is presented to me. This gives away the large selection and I have to enjoy the items and skills that I get by chance. This arouses the charm of the random and the selection is strongly limited.

In no game this factor is as fun as in The Binding of Isaac. Most of the time it is about building a build that can be used to end the run. But occasionally runs are created in which you become so strong that you spend the new goal of hiding the game. Nothing is as much fun as getting my switch to stick because Isaac spawns so countless projectile.

The second aspect is the skills themselves. I am not a fan of mathematics or numbers, but when games like Hades explain that ability A is triggered when action B is carried out, then I can understand that without having to read a lot.

In good rogue lites, skills descriptions are usually understandable because it is accidental what you get in every run. Through these simple explanations, I can even build small builds that are based on simple interactions. Sure, such games also have simple stat-upgrades, but for me the great fun is in the various combinations that only have to work for a run.

Nevertheless, I have to say: Theory crafts are impressive

Am I a bad gamer because I don’t want to take a closer look at Builds? I would say: no. Each game has different aspects that you can love or hate. I love the fights in games like Monster Hunter or Diablo, but build my own builds is not my strength. There are also people who prefer to interact with skill-trees than with other aspects such as story or action.

Nevertheless, theory crafts are impressive. The knowledge you need to build these builds is enormous. Accordingly, you have to deal a lot with one game, even outside the game itself.

Finished builds are like quest boards for me. They give me a goal that I can pursue. Finished builds also consist of items and equipment that I have to find or unlock.

In the end, I also have to thank this hero of the community, because without such finished builds I would not have gotten far in many games. There is no one aspect that gamer is. For Meinmmo-Demon Cortyn, a property is most important: What makes a good gamer has nothing to do with skill or AIM

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