![]() Relying on RNG to get five red weapons so you can scrap them to make one red weapon you want goes straight back to the problem DT is having which is that it doesn’t reward dedication or skill, but just luck. While staying within the 400 point limit. For example, a Rashad axe could be assigned the following stats : 100% Damage 20% Mobility 100% Penetration 80% Finesse 100% First Target. ![]() My solution to this is to either cap all stats at 100% on red rarity weapons, or if that would be too OP, instead have a point buy system wherein the player would be given an amount of total stats, maybe 400, that they could allocated (and re-allocate) freely on that weapon where 1 point = 1 %. Are you going to feel incentivized to dump another 200 hours into pulling THammers? Or are you going to feel incentivized to play something else. I mean, imagine if they did unlock perks and blessings, and you’ve got your highest rolled THammer now with ideal tier IVs, only to then see a fresh level 30 walk in with a THammer that has even luckier base stats. ![]() That’s gacha tier RNG with no pity system. Even if FS unlocks perks and blessings we’ll still be stuck with a system where you’re effectively pulling the handle on Brunt’s slot machine over and over just hoping for all five stats to have the ideal 0-100 variance you’re looking for. I might be reading into this too much but I think random stats will become a bigger problem down the line for really dedicated players. Rolling on orange weapons is cheaper and easier in the short term, but saving up a ton of currency to blow it all on a perfect red weapon pays off in the long term. forking over one massive lump sum for a house. It’d be sort of like the difference between paying rent over time for an apartment vs. So, if we’re going to ask FS to allow us to permanently exempt certain weapons from RNG, the most agreeable “bargain” that I think can be struck is for us to have to pay a lot to do so. This is because, again, FS clearly really wants their RNG systems and if we can turn one of each weapon into a red rarity god-roll after a couple sessions then this would invalidate them almost instantly. Red rarity weapons have capped stats or a point buy system for stats which can be re-allocated for freeĬonsecrating to this rarity would be extremely expensive.Red rarity weapons have no perk or blessing locks and both can be re-rolled for free.What makes 6th rarity, let’s call it red rarity, special So how do we fix this in a way that makes both FS and the player base happy? 6th rarity, above orange. Why this is I don’t know, whether it’s a good decision or a mistake I also don’t know, but what I do know is that they want it, have designed a very complex system around it, and don’t seem to be willing to budge away from it. This system would, in theory, allow players who are willing to put in the work a way to escape RNG on gear, while not invalidating the systems FS has designed by letting players who don’t want to invest that much instead settle for the best rolled weapon they can findĪ solution where FS and anti-RNG players get what they wantįS clearly thinks that there needs to be friction in-between the player and their “perfect weapon” roll. 6th rarity unlocks all perks and blessings and caps stats or gives point buy system to allocate stats at player discretion. ![]() TL DR - Upgrade to 6th rarity for a very high consecration cost. ![]()
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