so Locks on Weapon has been a hot debate topic, and their has been many ideas on how they should be handled.
so i thought i would try a different approach, let us Consecrate into Perpetual(Red) Weapons.
Below are the Current costs to upgrade a weapon through the Consecration process.
Level
Plasteel
Diamantine
Profane to Redeemed:
150
0
Redeemed to Anointed:
200
0
Anointed to Exalted:
400
125
Exalted to Transcendent:
700
300
Total (Profane to Transcendent):
1450
425
Why not add another level …
Plasteel
Diamantine
Transcendent to Perpetual(Red),
1450
425
.
i think Perpetual(Red) weapons should costing the same to level as if a weapon Fully,
assuming from Profane to Transcendent. this is a rather steep cost, so how to justify this cost?
when a weapon is Consecrated into a Perpetual(Red) weapon it:
Its stats are increased to a 375-400 weapon(65%-85% in all 5 stats, 75% average)
All its blessings increase by 1 Tier (a T2 blessing will become a T3, T3 becomes T4)
Allows you to augment another weapon Attribute locking the last(3 of 4 unlocked)
.
as a side note things that would also help:
allow Diamantine to be traded for Plasteel at Hadron.
(at a rate of 1Diamantine to 3Plasteel)
and allow Weapons Stats to be Rerolled at Hadron.
(for a cost based on the weapons level)
Why that? Why not increase to 100%? This being stuck at 80% feels super annoying and I always thought the justification was that one day a new weapon category (sure red/perpetual - why not?) would finally allow to go for 100%…
I’d prefer if the update to red just raised all the current stats of the weapon by straight 20% and every blessing by one level - right now we only have purple blessings so orange ones will come - won’t they?
I would say:
Transcendant to Red should be more oriented on diamantine. So something like 2000 plasteel and 2000 diamantine.
It should also need an other material that you could collect in maelstrom missions, on monstrosities.
About the increase of tier, I am not sure… mainly cause I have close to everything with T4 blessings.
From my experience (stats I do actually) it is harder to get T4 perks when crafting. So I would be more generic than you.
I would say that you would have two effects when consecrating to red:
it should allow to unlock for one change one of the locked perk / blessing
it should increase by one the tier of the other locked perk / blessing if they are under the T4
About modifiers… I hope they capped to 80% cause they had in mind a system without RNG. Considering what they had say before the release, this was what was planned.
The question is, did they continue on this path and will surprise us? or, did they have abandoned the idea?
I really hope that we will get an attachment system that would permit to apply bonus / penalty to modifiers. And, if they could release something without any RNG, that would be better than options to reroll / increase modifiers etc.
And this is totally possible considering what they already have in the game (and that a modder used).
As I said, I don’t believe that they will just remove the locks. Or they go for a total new system, or they add the red weapons. I hope for the first, but I guess that we will only get the second.
Last point: consider also that there are unique blessings that are currently unobtainable and that seem to be, at least, T4 (T5??). We don’t know if they will release them, what tier they would be, and if they plan to introduce them as part of a new system (red weapons).
Here I support at 100% this request. I proposed, by the past, a way to exchange resources:
a shop to allow us buying and selling plasteel / diamantine with ordos
a shop to allow us exchanging plasteel and diamantine (may be same shop as above but just a different option)
a system to allow us to dismantle weapons to recover plasteel / diamantine
About the reroll, more I think about it and more I would like a system where you buy a base weapon (Brunt) but could ameliorate if at a gunsmith (so a new shop) by spending resources and ordos. Every reroll would cost less (like the refining perk system before the update) and would increase the quality (so modifiers) until you get to the max (actually capped at 380).
Seems fine and all, the only issue is if you have some rare resource that’s only on maelstrom missions you’re going to incentivize all the players who don’t have the requisite skill level to go there to start farming for it. The resource should be available, at a rarer rate, on the auric map maybe or just damnation in general. It’s why VT2 did a good job with red chest drop rates on legend and cataclysm being the same so ONLY people wanting the challenge would go there. Not full book runs trying to get reds.
Don’t forget that maelstrom exists also at malice / heresy level
but obviously, you should have less chances to find such ressources on lower difficulty missions… or not if you want to not make it challenging
the only issue i have with this is that locks out red weapons from people who are playing more casual or less skilled. in maelstrom missions every player needs to pull their own weight, so a low skill or casual player that isnt able too will just hurt the team, and give a bad impression.
now if you mean they are obtained from maelstrom missions and a garenteed drop from monstrosities on Malice or higher missions then i could see it working.
i think the little bit of randomness would be better for the feel of the game.
ya you could have a weapons thats (100%) (100%) (100%) (100%) (100%)
but as a perfect weapon you really have nothing to look forward to.
where as if you have a weapon thats (85%) (80%) (80%) (75%) (85%)
you could always find a weapon later thats 85%) (80%) (85%) (80%) (85%)
so you can still improve your weapon, even if its not much.
as such i think the crafting system for Curios is good,
for weapons it needs work and though you can eventually get a perfect weapon its very hard.
id rather have the proposed idea, and reduce the chance of getting a nearly perfect weapon.
wail also still keeping the harder to get 100% perfect weapon.
How about this:
All current randomness can stay, but diamantine cost is removed from consecration and we get the ability to:
upgrade our item modifiers up to 100 for all stats (for diamantine)
remove locks from our weapons (for diamantine)
learn blessings of choice (for diamantine)
With the current system, the only thing you really can look forward to, is the point in time when you start ignoring the existence of the crafting system.
As soon as your weapons are “pretty good” there is absolutely no better weapon to look forward to, because the chances of getting something better become so small.
Have fun interacting with the crafting system, when you are pissing away all of your hard earned ressources, justto get absolutely nothing of value. The crafting system and all ressource gains basically become obsolete at this point.
Effectively, as soon as rngesus decides to give you something pretty good, your “progression” simply ends there, but you are likely not satisfied because theoretically, you could have a slightly better weapon.
On the other hand, if you could spend diamantine to slowly upgrade your weapon to perfection (as i suggested above), you would have something to look forward to.
Every single mission would feel rewarding, since you would be able to get at least a few extra modifier points from the diamantine you just earned.
Every single interaction with Hadron would feel good, because you can get a guaranteed upgrade for your hard earned diamantine.
Getting garbage from brunt, a bad emperor’s gift, being unlucky with melk, or getting bad results from consecration would not matter all that much, since these systems would not use the ressource that your deterministic upgrades do.
The RNG systems would feel more like something where you can get lucky (and save diamantine), but it does not matter all that much, if you don’t.
You want to try out a new weapon? Spend a bunch of dockets and plasteel, and consecrate a few. You did not get exactly what you want? No problem. Just use your diamantine to compensate for your bad RNG.
You want a specific blessing? Get lucky, or play x missions and use the diamantine you earned, to buy it.
You want to reach a certain breakpoint? Get lucky, or play x missions and use the diamantine you earned, to upgrade the damage stats of your current weapon.
You want to get 2 specific perks and 2 specific blessigns on your item? Get lucky, or play x missions and use the diamantine you earned, to enable full customization of perks and blessings on your item.
You want to get a perfect item? Earn it. Play the game, get diamantine and slowly upgrade your item to perfection.
That would be a system where you have something to look forward to, until you have all of your favorite weapons (and potentially all of the other weapons, too) upgraded to perfection.
It would be satisfying, every time you finish upgrading a weapon, and every time you look at finished weapons in your inventory.
It would add a lot of replayability to the rest of the game, simply because it is motivating to know “if i do x more missions, i can buy the blessing that i want”, or “if i do x more missions, i can finally max out the dmg stat on my favorite gun”.
Gambling addicts can still get their fix.
Regular gamers can get the items they want.
Content creators can make builds that can be replicated.
Gamers can flex the sick items that they got through effort (not sheer luck).
And people no longer quit the game, due to crafting and progression being dumpster fires
Please feel free to point out, how the ability to get perfect items would be an issue with such a system.
i think most would agree, that we just need more,
not everything unlocked but if just 1 of the 4 were locked i dont think it would be as much an issue.
so another Tier above Gold, that has 3 assets unlocked rather than 2.
i guess i could go with that, it would make hunting items much much easier.
only having to find an item with 1 asset i like would be easier than finding 1 with 2.
I think the extremities of stat variation would need to be altered first in order for this to be viable; or more specifically, the baseline negatives would need to be significantly reduced.
Not sure if this works as a comparison, but by way of example, I attempted to buy a weapon from Brunt’s Armory earlier on my main and 4/7 were in the range of 30(x), and of the other 3, none exceeded 339. For a maximum level character. At time of writing, I have 1,537.6 hours logged on Steam. That is BEYOND unacceptable.
Until that level of Mengele-esque stat variation is reigned in and made more reasonable, I just don’t see the randomization as safe or trustworthy.