With the latest patch, I think we can now say generally that nearly all armor, weapons, accessories, and ingredients, have been properly balanced.
The following things are what I still think are in need of a re-balance.
1. Normal rarity items. In my opinion normal items are supposed to serve the role of being a baseline armor and weapons.
But overtime compared to when I first joined around 2016 they have become obsolete and weak.
(they eventually got outclassed with the addition of more roll-able and crafted items, where they eventually became mainly used for scrap.)
This means that currently they have lost both of their purposes in the game. They no longer serve any use and cant be turned into something useful. As they are significantly under-powered compared to even the weakest of unique items.
I propose they, be buffed in accordance to compete with the new scaling of modern items... However I also propose to make up for their lack of identifications, they deal more damage than the average weapon their level. (meaning they are reliable for damage but nothing else.)
2. Set items (last re balance of them) #1331399184905015346 message
While many of the sets have been re-balanced in the past, the changes haven't really fixed their problems.
Since at level many sets still are very weak, or lack any purpose. So here is how I propose giving them more of a proper role.
I propose they be re-balanced sets in 2 distinct ways.
a. Makes them stronger than the run of the mill builds you can make around each level. (ie random legendary and rare pieces of armor) (basically make them balanced around a proper set build, like how players combine gear endgame to make optimal sets)
b. Make each set serve a purpose or designed for a specific build/play-style. (This is something that is an issue for many new players, as its harder to understand or select the play-style you want to play. (Maybe consider adding a tool-tip for set bonuses, explaining what the set is useful for.)
...People are going to accuse me this being about the relic set again... sigh
3. Consumables and trinkets
Non craftable consumables and modern day trinkets have been in a tight spot for ages now. Since they are constantly niche, non viable or completly outclassed by crafted items. (the only exception really are speed surges, health, mana and stat pots.
I propose 3 things to fix this.
- Consider buffing existing niche consumables and trinkets to have more of a use. (most consumables are from festivals) This leads me to suggest making some of these limited time consumables last longer, or have stronger buffs.
- Add buyable foods and scrolls to the potion merchant or a new npc, which are weaker than what you can craft. But these items are easy asses-able and also have their functions explained to the player, which helps teach new players how they are different. (like some minor attack, hpr, mana regen or other buffs) (these would count as using crafted items, so they cant be stacked with them.)
- Consider removing the weakening effects of certain trinkets outside of festivals, while keeping them around for others. (example of one that should not be nerfed is the minsteral tuner as the buff is so small) (most buff trinkets are weak and not even worth carrying around.) With a few notable exceptions, like well of power and Totem of Tales )
