This is more about locking perks than the rerolling system. Why is this restriction in the game at all? Retention? How’s that going?
Is Fatshark afraid everyone will go straight to the “meta”/“best in slot” builds? Why not balance the perks to make them an interesting choice instead of making it an untenable RNG barrier?
There are plenty of players like me that prefer accessibility to multiple builds over the RNG grind for that one white whale gear piece. Fatshark, you have a good foundation here. Have some confidence in your product. People will play it for fun, not for the chase for that perfect roll 530 orange weapon.
There is no good reason for locking perks. It’s just bad design. If you wanted to prevent players from accessing “best in slot” weapons too easily, there are better ways. You could let players upgrade weapons with exp they earn when using them, you could restrict access to higher tier perks/blessings but open up lower tiers, etc.
I’d be fine with lower tier perks/blessings of the right type that I could improve over time. But of all the options, Fatshark chose the worst one, which straight up blocks you from getting the weapons you want.
I think the ordo dockets/experience should be combined nto a +rewards that also buffs materials gain. Give me an actual tangible trade off for throwing a perk slot away. Curio Reward needs to be removed. Cooldown and combat ability should be one buff as well, and the various resistances should be combined.