+5-20% chance of Curio as Mission Reward (Instead of Weapon)
This one is feels like nothing…
+4-10% Ordo Dockets (Mission Rewards)
More money, really?
+2-10% Experience
7-8 missions and u are 30 LVL
+5-20% chance of Curio as Mission Reward (Instead of Weapon)
This one is feels like nothing…
+4-10% Ordo Dockets (Mission Rewards)
More money, really?
+2-10% Experience
7-8 missions and u are 30 LVL
Imo they should stay.
But we should have the ability to remove the locks, and choose the exact perks we want (by selecting them from a list, instead of randomly rolling them).
There are a lot of complaints about certain things, which would all be resolved by fixing the crafting system itself.
I agree that the locks need to be broken, but these perks really add nothing. Saying that they should be gone does not detract from the necessity of having the locks be broken.
True, but if we had free choice, the existence of these would not be a problem.
I could see 2 of them being used at least while leveling.
While technically true - I don’t want unecessary bloat in this game (which there is already too much of).
+exp is useless because you’re gated on curios by level, RNG and resources until well after they would have mattered anyway.
The first would be unecessary except for RNG locks making you want 1.2million curios to dumpster bin.
+ordo dockets is actually handy of you stack them and are poor from throwing all your weapons in the trash after a Brunts shoping spree and visiting Hadrons Weapon Brickery.
5-20% chance of Curio as Mission Reward > 20-50% chance of 2nd Emperor’s Gift on mission completion
4-10% Ordo Dockets > 20-50% bonus Ordo Dockets, Crafting Materials
Remove experience Curio and just increase experience gain by 10% across the board, if they’re okay with players gaining upwards of 30% more experience with Curios a general boost of XP gain shouldn’t be a problem.
Instead of having experience Curios they could easily introduce a new class specific or enemy type specific training missions to complete in the psykhanium which grant XP upon completion. Such as a Zealot trial “Successfully keep a plague ogryn locked in place by dodging its attacks for 10 seconds”. Not that this should 100% be one of the trials but just something as a general idea.
This teaches players not to be afraid to be aggressive and how they can take control of situations that without the knowledge they would gain from this would otherwise seem impossible while also rewarding them with experience, thus allowing them to play higher difficulties, now with knowledge they might need to know in order to get through the harder missions successfully.
There’s also no reason crafting materials should be locked at the rate that they’re gotten which is absolutely abysmal. more crating materials means people play the game more and get to experiment with more builds without feeling like they’re ruining their chances of having a decent build.
Lastly, Emperor’s Gifts are usually trash anyway, almost always being scrapped for cash or used for blessings on the rare occasion it actually gives you something decent. There’s no harm in giving players a bonus reward for mission completion which will likely either be more money or another blessing to add to the collection. Alternatively I think just a flat “100% chance to change Emperor’s Gift into 1 random blessing unlock” would be pretty nice too since that just skips a step and gives you what you actually want out of it anyway.