So here is how I would do it. Now, bear in mind, further changes/tweaks might be needed later down the line but it would give us good base to reward players for progressing their skill, giving them way for their own agency, keeping the loop of play->get reward->reward gives you resources->use resources to progress gear/experiement->play more to get more rewards to get more resources to eventually be able to craft your perfect gear.
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At end of the missions you get guarantee 7 items: 2 curios, 5 weapons (higher chance of higher rarity with higher difficulties). Lower chance of duplicates for mission rewards (so low chance of getting all 5 Power Swords). You can choose 1 Curio, 1 Weapon from that Reward Window. You can also do Compare to your equiped gear.
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RNG store items count is increased to 30. It’s additional bonus way to get high roll or blessings, but not the main one. And a way to use your coins to buy items for salvaging for craft mats for other features so all materials loop with each other.
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The base roll of mission items rewards (the stats only) quality depends on difficulty (max roll is 380 right now on base stats): for example diff 1 min. roll is 300 for weapons, diff 2 min roll is 320, diff 3 min roll is 340, diff 4 min roll is 355, diff 5 min roll is 365. So the higher difficulty you play the more chance you have for high rolled weapons. Simillar stuff for curios.
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Curios and Weapons can be salavged for crafting mats, amount depends on rarity (higher: more).
This way even later down the pipe end-mission rewards will give you something to use for other stuff. -
Crafting allows you to craft your own white-to-orange weapons for better chance of getting blessings we want or just weapons we are unlucky to get from missions or RNG store. Don’t worry, you can progress them.
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Crafting allows you to reroll/combine/upgrade all perks/blessings etc. as much time as you want anytime you want without any increasing cost, just base cost from crafting mats you get from missions or salvaging gear. Cost to be determined so it’s high enough so you need time to get materials but not unfair so you’d have to no-life to play with all weapons you would like to.
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Introduce Shire of the Omnissiah where you can for high craft mat price + coin price (to add coin sink) manipulate base stat roll of items to increase/decrease them (for example 60% damage and 80% mobility becomes 80% damage and 60% mobilty by you deducting for cost 20% from mobilty and adding 20% to damage etc till maximum of 380 base roll among all stats eventually) as ultimate resource sink so eventually even if you are not lucky or play only lower difficulties you can get max high base rolls on items you want. At shrine you can also reroll for mats your perk values on weapons and curios and either take new roll or stick to old one if your roll was unlucky (so you eventually always progress), just like in Vermintide 1.
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Echange of Plasteel to Diamentite 3:1 in Crafting so you are not forced to farm difficulties you don’t want.
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Final change: resources are shared among all your characters.
This would be all a starting point from which we could move tweak/add/reduce/adjust everything down the line.