Itemization Rework Q&A Part 2 - Dev Blog

yeah, coaches will know a lot about sports then he can teach players to play. Now it seems a football player(I think fatshark can not even be a player) teach you play basketabll, and you just swallow that *.

there seems to be too much special and ranged enemies now in golden maelstorm. Especially they just cut off one leg of veteran.

they just know the data so they just add number of ranged/special and add a cooldown of the only one way of ammo recovery.

Btw. StrawHatā€¦ I think Iā€™ve asked that but Iā€™m not sure if I got the answer.
There is this mod that allows us to rename weapons, since I donā€™t use mods (matter of principle, although Iā€™m being tempted) Iā€™d love to see it incorporated into base game.

Can you check if there are any plans to allow us to rename our weapons?
Or if it could be taken under consideration?

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Heya hello!

I would say there arenā€™t any plans for this right now. I imagine it would be difficult from an IP perspective to incorporate something like that into the game. :thinking: Iā€™ll let you know if that ever changes!

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I also dont use mods and I would love something to save or differentiate weapons. Even a star to mark as fave or something.

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Curios are not a part of this overhaul. We are however thinking of ways to make curios more fun and engaging. We felt that we would tackle the bigger problem of weapons first and give curios the time and attention that they need to become a more interesting part of a playerā€™s loadout at a later time. However, we will note that the locks will be removed from Curios, as well. This means players will be able to change anything at any time, aside from the base property of the item itself.

Nice to know curios are likely to be looked at. Iā€™m not sure what all can be done since all they need is the ability to upgrade the default blessing to max, and no stat locks, and theyā€™d be good. But if curios can be reworked and just made more interesting than just stat bricks, thatā€™d be welcome.

Question

"Every weapon is created with a pool of stat points that have been distributed in the different stat buckets, and every weapon has the same potential maximum number of stats that can be distributed.ā€

Is there a way to remove points from one ā€œbucketā€ to be added to another? while still keeping the ā€œinvestmentā€ cap from expertise in mind?

Answer

No, it will not be possible. Each weapon will be generated with varied maximum caps on each stat.

This is a question I had and itā€™s nice to have a concrete answer. This is a marked improvement over the old system, but at a certain point players should be allowed to freely choose these stats, and, eventually, push towards Magnus, I mean God-Emperor, I mean whatever red weapons will be called. Iā€™d even go so far as to say: ā€œLet everyone get to 100 stats in all slots, but it requires a weapon at finished mastery, i380, and then requires some amount of commitment or dedication to the weapon to fully upgrade it.ā€

Then, if possible with this actual grind, do something like Guild Wars 2 where, if you get a legendary item, you can freely swap around its stats. Or, in this case, perks and blessings. Even make it so we can have multiple builds auto-swapping the stats around. Would allow for a very nice and fun quality of life while adding a real, consistent grind to get the best weapons and a very nice bonus at the end when doing so. It just might need some tweaking to the actual damage bars because even going from 80% damage to 100% would just be too massive an overall increase.

I digress, just idle musings. The point is we should be allowed to consistently push for an ultimate weapon in a given mark, and gating it by mastery would be a good way to push for it. Then just make it an XP, not a resource, grind to get it up from there so people are encouraged to use the weapon itself and people get the progression of truly perfecting their favorite weapon.

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