Common complaints about the game include:
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lack of endgame and gear progression
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too much RNG in itemization makes it near impossible to get the desired items
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items can retroactively get bricked by balance changes that directly or indirectly affect the value of Perks and Blessings
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Diamantine is effectively pointless, since Plasteel is always the bottleneck
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The crafting system is nothing like what was promised.
These shortcomings can be solved all at once and without completely removing Perk and Blessing locks from the system (because apparently, FS do not want to do that).
All of the problems would be solved with the following changes:
- Change the locking system to lock the Perk/Blessing that is customized, instead of locking the Perk/Blessing that is not changed.
Elaboration to point 1:
This would allow players to change both Perks and both Blessings once per weapon.
It would also allow to change all three Perks once per Curio.
Players would be stuck with the Perks and Blessings they decided to put on their items (whereas now, we are stuck with what we did not decide to put on our items).
The resulting items would have all their Perks and Blessings locked, but all of these Perks and Blessings were chosen and put there by the player.
For the purpose of variety, players could customize two or more copies of the same weapon, and more than 3 curios. This would be fine, since every weapon and curio would be 100% customized by player choice, with no RNG involved.
Any visual representation of actual locks has to be removed from all equipment.
The current visual representation uses the image of an actual lock in red color. Both the lock and the red color look like something negative. Especially when combined.
Considering that hundreds of people have voiced their dislike for the current lock system, it is important to not only change the system itself, but to also change how it looks in order to remove the negative visual image of these locks.
Any Perk or Blessing that is customized and thereby locked via the system i suggest above, should have an icon or a border with a golden glow instead. This conveys a positive feeling when looking at it.
With the current system, we perceive “This annoying red lock prevents me from changing this Perk/Blessing that i did not even choose to put there, just because i changed the other one to something that i like.”.
What i suggest, would be perceived as “This Perk/Blessing is shiny because i put it there myself. All of the things on my item are shiny, because i customized it to perfection.”
In order to transition into this system, all existing locks should simply be removed from existing items.
- Add weapon Modifier upgrades.
Elaboration to point 2.:
Allow players to upgrade all the modifiers of their weapons by spending diamantine.
This would allow players to invest diamantine in their weapons to fix a low stat, or to maximize the power of a favorite by putting time and effort into grinding for it.
With enough time and Diamantine invested, the resulting weapons would have all their Modifiers upgraded to 100. Alternatively, the max upgrade level could be temporarily kept at 80 or 90 for all stats, until a higher difficulty is available in the game.
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%
- Allow Perks to be selected from a catalogue. (just like Blessings are selected)
No elaboration required.
- Add the ability to “learn” a Blessing of choice to unlock it in the catalogue.
Elaboration to point 4:
Unless we have the ability to “learn” a specific Blessing of choice, to be able to apply it to our weapons, players will never be able to properly experiment with all of the available Blessings, or finish their weapon build without heavily relying on luck.
The originally proposed idea of allowing players to fuse 3 copies of the same Blessing in order to increase their tier, does not solve the problem because this system still relies on luck, and many Blessings only exist on a single tier (often T4) anyway.
Learning a blessing without needing a weapon to extract it from, could cost something like 5k Melk Bucks or 5k Diamantine for T4 Blessings. It could also be limited to 1 learned T4 Blessing per week per character.
- Add the ability to upgrade Perks/Blessings.
Elaboration to point 5:
With Perks and Blessings now getting locked when customized, a player should still have the option to upgrade the tier of their locked Perks and Blessings.
Maybe you just unlocked the T4 version of a Blessing, or you could not afford the T4 version of a Perk before. Having originally selected a lower tier version of a Perk or Blessing, should not permanently ruin a weapon.
- Add the ability to desecrate a weapon to lower the rarity and then reset the Perks/Blessings by upgrading it again via consecration.
Elaboration to point 6:
Consecrating an item increases the rarity by 1 step at a time.
Players should be able to reduce the rarity of their items by desecrating them (either by 1 step at a time, or straight back to grey) without changing the modifiers of the item.
After desecrating an item, it can be consecrated again, to add fresh and customizable Perks and Blessings.
If a Perk or Blessing gets nerfed or buffed, players should be able to adjust their items in response.
Or maybe you changed your mind regarding a Perk or Blessing that you chose to put on your item, and you do not want to spend thousands of diamantine to upgrade the modifiers of a new weapon.
Having the ability to desecrate an item, then pay ressources to consecrate it again, would effectively allow to reset the Perks and Blessings for a price.
This is the same as getting a new weapon and upgrading it, except you do not lose the modifier upgrades that you spent thousands of diamantine on.
- Adjust the pricing of Perk/Blessing swaps.
Elaboration to point 7:
Since modified weapons can be customized to perfection and are no longer disposable, the pricing of Perk and Blessing swaps should be increased.
More specifically, the pricing of the high tier variants should be increased.
At lvl 30, T3 Perks and Blessing should be cheap enough for everyone.
T4 Perks and Blessings should become a bit more expensive to represent their function as being the pinnacle bonuses. Applying them to a weapon should cost the equivalent of the ressources gained from something like 5 Damnation missions.
- Remove diamantine cost from weapon quality upgrades.
Elaboration to point 8:
In order to remove the Plasteel bottleneck from crafting, and to make both Diamantine and Plasteel useful, they should have different uses.
Upgrading the rarity of an item should only or mostly cost plasteel.
Customizing an item (Modifier upgrades and Perk/Blessing swaps/upgrades) should only or mostly cost diamantine.
Diamantine would be valuable and players would have to evaluate if they want to spend it on T4 Perks/Blessings, or if they would rather have more diamantine to spend on modifier upgrades.
Plasteel would only be used for quality upgrades, and allow players to dump any excess quantity into weapons to try and get random T4 Blessings.
Ressource imbalance, endgame and everything regarding itemization, solved at the same time, without removing locks.
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 a new T4 blessing that you do not yet have.
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 steady progression towards the perfect items.
Itemization would no longer exclusively rely on RNG.
People would have the additional option to spend large amounts of diamantine to circumvent all 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.