rip working for the knife
As we said like a dozen times in the playthrough, I don't think it's much of an issue that like, players can acquire so much power. From the old days of TES: Arena's magic crafting system, to modern roguelikes, players have enjoyed earning significant power, especially within a system that gatekeeps it from them. Like, lets analyze what Working for the Knife does, gameplay wise -
you need a significant amount of money for it to start to eclipse the other 3 characters, damage wise, to the tune of a few thousand dollars. In addition, it soft locks you out of using Ramona's other skills, or at least, you can't use them AND get the boosted damage from the weapon effect. Not only this, it significantly handicaps your spending; this means while you have Ramona cracked out, your ability to do things like purchase gachas is limited. This creates an interesting inverse of the usual build, where Ramona is the main lead on DPS, and the rest of the team is playing support, and creates new issues with stuff like confusion that are mechanically interesting. But as high as the ceiling for working for the knife gets, its no easier, faster, or more busted than simply dropping the money on artifact gachas and using Ramona 'normally.' Adding a cap like this only removes a possible avenue for power and a playstyle.
