Common complaints about the game include:
- lack of endgame and gear progression
- too much RNG in itemization makes it near impossible to get the desired items
- items can retroactively get bricked by balance changes that directly or indirectly affect the value of Perks and Blessings
- Diamantine is effectively pointless, since Plasteel is always the bottleneck
As the title says, i think that these shortcomings can be solved all at once and potentially with relatively low effort.
All of them would be solved by removing diamantine cost from consecration and adding the following 4 functions:
ability to pick Perks from a catalogue (implemented in Patch#12)
(like Reblessing, small cost every time a Perk is swapped)
ability to permanently remove locks from Perk/Blessing slots
(2k Diamantine per lock; removing the 2nd lock could be more expensive)
ability to upgrade weapon modifiers (allow everything to go up to 80 or 100)
price it something like
→ 100 Diamantine per 1% increase per modifier until 80%
→ 150 Diamantine per 1% increase per modifier 81-90%
→ 200 Diamantine per 1% increase per modifier 91-100%
ability to unlock a Blessing of choice for the library
(5k Diamantine for T4)
There goes our diamantine.
Ressource imbalance, endgame and everything regarding itemization, solved at the same time.
Got excess diamantine? Spend it on the systems i mentioned above.
Improve the good items that you already have, or save up to buy that specific T4 blessing that you want to use, but could not get your hands on.
Got excess plasteel? Upgrade grey items.
Maybe you pop out an item that is better than what you currently have.
Maybe you pop out a new T4 blessing that you do not yet have.
(The diamantine cost for quality upgrades/consecration should be removed to make a more clear distinction between the RNG system and deterministic customization.)
Problems with endgame and progression would be solved.
Players could invest in the improvement of items that they already have and actually want to use, with the guarantee that no ressources are wasted to bad RNG.
A guaranteed and slow progression towards the perfect items, including the ability to play around with Perks and Blessings to adjust items to different builds and playstyles.
Itemization would no longer exclusively rely on RNG.
People would have the additional option to spend large amounts of diamantine to circumvent the RNG, while the option to hope for good RNG persists.
“bricked items” would no longer be a thing.
The player could choose to spend more plasteel, hoping to get a better “base item”, or decide to work with the “base item” they have, spending more diamantine to shape it into the item they want.
Both Diamantine and Plasteel would be valuable.
The two ressources would have different uses and would be the limiting factor for each use.
Both ressources would stay valuable and useful, basically forever.
Edit: Updated for Patch#12