My Contribution:
Loot changes:
- Take away the caps.
- Let us change 2 attributes no matter the colour.
- If you change a talent you cannot change a attribute.
- No optimization station as this will make min/maxing achievable way too fast.
The grind will still be there as you will have to grind for high stats to swap over to the 2 attributes.
Control Points and Loot:
Have 3 linked points to each control point each giving:
- Link 1 = +1
- Link 2 = +2
- Link 3 = +3
This way you can skip doing 3 +1 links just to get the CP up to CP4 as you can go directly to a linked +3.
The higher the link you go for the better/more loot you get.
As it it right now doing them +1 links is boring and tedious and pretty much loot-less.
Missions and Loot:
Take away the difficulty and swap it with directives:
- 0 directives would be (normal)
- 2 directives would be (hard)
- 4 directives would be (challenging)
- 7 directives would be (heroic)
Main thing is directives should be fun not annoying directives.
The more directives you have will reflect on how much loot you get upon completion.
This will make the missions more fun and less linear, rather than getting from A-B with the same layout every time.
Pretty much like The Underground in TD1.
NOTE:
Adjust the games difficulty to accommodate the above changes, not with enemy health (that would be to easy) but with mechanics.
Not loot change related but......................
Stat Stash:
A place to store all your stats, example:
If lets say you get a chest piece with 13% AWD and you want to keep that stat for later use, instead of it clogging up your stash you can put it into your stat stash.
So when putting this item into your stat stash it might say something like the following:
“Which Stat do you wish to keep” (highlight your 13% AWD)
“Please note choosing this stat will move it into your inventory but will destroy the item”
“Do you wish to proceed”
So when you need to upgrade a attribute on a piece of gear you could go to the recalibration station and choose a stat from your stat stash to transfer over.
It would free up your main stash considerably.
Gear Mods:
Increase the percentages of the stats, not by much but something to make them more worthwhile.
Talents:
Introduce some more offensive talents for gear/weapons or improve the ones that we have now, very limited and lackluster, not everyone wants to go defensive.
Sewers:
So much can be done with the sewers, right now it's a waste apart from farming mats/keys.
All the best
Riflemania
A few to add...
Heroic difficulty option for all missions.
A difficulty option for classified assignments because there's no replayability at all.
Remove gear mods from the heroic loot pool. So frustrating when you get several drop from a bounty boss or out of a CP crate.
The Shepherd system needs to be reworked so that it doesn't rely on you getting endorsed by the other player. You should start earning XP as soon as join them and then it stops when you leave. You then join another group and the counter starts again. When you hit the required XP you automatically get the endorsement.
Allowing health,armour, weapon damage etc to be recalled to different types of gear so long as it's within the same brand set.
i like the idea of sockets but i would take it even further.Originally Posted by Jim_867_5309 Go to original post
All dropping equip has no fixed attributes or perks but Sockets.
When an item drops the Sockets are filled with attributes and perks like they are currently.
But now you have the option to unsocket an Socket. Depending on the power (ammount of Sockets) it is more expensive to remove a socketed attribute or perk.
Alternatively you can scrap the whole item to safe one attribute "rune" which you can socket into an item again.
Each Rune has different values. The more Runes you have socketed the weaker the bonus is.
So it is up to you if you want to use that 15% Weapondamage wit 2 other Runes when it gets -2.5% per additional Rune socketed
(eg you have 3 Runes, each with 15%)
1 Rune Item 15%
2 Rune Item 12.5% & 12.5%
3 Rune Item 10% & 10% & 10%
The luckier you are the higher the starting value.
Also only 1 rune of the same bonus in one item.
So you cant stack 2x WD for 25% WD on the same item.
This way you could move more into the direction of build you like but retaining the RNG and you are still not able to be godlike without god rolls.
But you could be diverse as hell with boni to every stat (but low ones) or you could focus on a single stat.
I was thinking more along the lines of how gear is now.
Gear already has a fixed number of sockets depending on what piece it is. Those sockets are RNG rolled to be yellow blue or red. Now some of the sockets are taken by talents others are used for mods. If you change the talent sockets to be either talent or mod, now you add in an extra mod of that socket color or use a talent that is useful to your build of choice.
The difficult thing with any loot based game is not making it too easy to produce god like items. But on the other hand, there needs to be god like items or there is nothing to chase after. Making things variable helps with diversity of builds with out the need to have 10 sets of armor for 10 kinds of builds.