I tend to break everything imaginable as I do my clears. What I have noticed is that things like the barrel/wardrobe/bookcase are not always breakable. I’d say at least 50% of the time some iron and/or a potion will drop. What started me on this was when Targo’s Hammer randomly hit a bookcase and a lore page fell to the floor.
Every once in a while I’ll come across some of these “breakables” that can’t actually be destroyed. Some are around champions/bosses and that makes sense, I guess. You’re already getting increased drops. But I found one today (wardrobe) in one of the mansions in northern Burrwitch. Had me scratching my head as to if I was missing something or if it was just missed during development.
This has been in the game from the very start, that just because that style of bookcase, green armchair, grandfather clock, etc etc is breakable in one location it doesn’t follow that the same looking item is breakable in a different location
It’s been a pet peeve of mine all the time, it’s not that I want drops from them all, but it would be nice (consistent) if a breakable was always breakable, but I’m guessing there’s some reason for this, but I’ve never worked out what it is.
That seems more likely as otherwise it’s (I’m guessing) just a single setting / toggle type thing as in breakable or not when creating the item. Or just make two, one breakable and one not and paste in whichever is required.
Good thinking…whether it’s right or not, it seems logical
Is it not where the environment will get destroyed during combat but you can’t destroy these things individually?
I’ve noticed that a lot as I’ve been playing, bookcases, chairs, fences etc will at times go ‘bang’ during a fight but out side of combat I can’t target them at all?
I’ve had lore items drop this way but never anything else.
A lot of the scenery is breakable. Hold “Force Stand” and swing at bookcases. My original comment was pondering why only some were breakable (especially the case with bookcases).
In D3, they tried to make the environment interactive and tied in an ability to damage nearby mobs (chandeliers and wall collapses). It was poorly implemented and remains an essentially non-existent footnote in gameplay.
For the volume of objects that are breakable in GD, it’d be nice to up the droprate, and/or include more items as potential drops. Has anyone found a blueprint when smashing up the environment? I think breakable objects have some potential to grow to be a noticeable component of the game.