I mean, you can watch the video itself, the reason 50% effective damage resistance against gunners isn’t good is because it’s only against one enemy type that you can just play better against. Now introduce 50% effective damage resistance against all enemy types in the game, and then account for how damage resistance is calculated in relation to tdr and dr talents in skill trees (Tanner’s video demonstrates that a talent like Iron will reduces the mitigated 50% damage of a gunner’s attack by an additional 50%). Zealots are already unkillable in auric games and barely mortal in havoc, ogryns can easily hit trade into massive blobs of enemy elites or shooters, vets are unkillable with their yellow toughness and voc spam against anything, and if psyker gets this bonus then there will be no punishment for how the class can easily snowball against massive odds.
Then you add in blessings to curios ( which, fatshark has chosen not to implement into the game, this does not imply agreement to your idea), which can only drastically change the power of the player dramatically. 25% more ammo across 3 curios heavily changes the effect of ammo economy even if it’s multiplicative. 15% toughness on a dodge across 3 curios is massive, 3 field improv curios is massive, not to mention that since this is a teamwide effect, it can be effectively 12 curios! I can only imagine being shot by 6 reapers, standing in pox gas and bomber fire simultaneously, and still being full health.
Idk, man, I have zero faith that the devs could sort out the numerous issues these types of changes could bring in and I certainly have zero faith that in the end it would be properly balanced in either the actual gameplay or the system’s implementation. If we get damage resistance against straight up melee or ranged enemies with no limitations, the game’s difficulty is effectively more dead.
I agree that some kind of rework is needed that will add build diversity, and also add similar mastery system for curios too.
Other problem that i have is how loot drops, even merchants and resources become meaningless after crafting and mastery rework. Maybe it is just me but i like excitement from loot, especially when you can get something valuable
So i think they will have to do some changes how whole loot system and loop is working and make it better and more suitable regarding other game mechanics.
I would love to see curios become actual pieces of equipment with unique effects that would take the place of the blessing and Purity Seals on them similar to the perks that we have today.
Equipment examples:
Ammo Packs: +1-3 additional clips of ammo
Plasteel Surcoat: +%health
Defective Rosarius: +%toughness
Martyr’s Shroud: +wounds
Noctis Visor: enhanced vision
Reliquary of Penance: % protection from corruption
Servo-Lumen: some sort of light source
…
Maybe some weapon mods would be nice. Like scopes, or grips, or whatever. The ‘blessing’ could be just the zoom provided by the scope, or a recoil/spread reduction for a grip.
So you could have an Ammo Pack that gives 2 additional clips and that has 3 purity seals that give +5% toughness, +4% combat ability regeneration, and a +20% corruption resistance.
40k has a rich lore. I’m sure there are dozens of possible pieces of equipment that could add depth. And yeah, we would never get our hands on a Rosarius, but a defective one maybe? plenty of other items that could give toughness too.
Its really not at all difficult to find max value curios although they are a bit rare. Between melks and the armory i generally dont see how finding even 20% health or 16 toughness curios is difficult. That 1% difference really doesnt matter no matter how desirable it is.
I like going to Melk and putting my shiny Melk coins into the curio Melk machine. It gives this small long time progression which is not that important but can be done to fully -Melk- max Out your character.
RNG isn’t progression. There’s nothing in the Melkroll that guarantees any long term or even incremental progression in the items you roll, the only guaranteed thing is losing your resources.
What if they affected your grenades, healing or stimms in fun ways? Such as increasing your explosion radius on grenades or changing how you interact with healing, or making stimms last longer.
I just had that 100% original idea by the way, there’s no other game that does this
I do think interacting with grenades might be a bit difficult across classes and be the most prone to genuine power creep out of those 3. All well and good for the setups that have pretty limited grenade supply but a perma buff to Psyker blitz, throwing knives, 2/3 Vet nades when regen is considered, could all be uhhhh, very strong. Not sure I trust FS with that one.