Right now, the way Power scales for tools tends to make players feel like Common-tier gear is basically not worth using, especially in higher Tiers. If you craft a T5 Common tool and it ends up being weaker than a T3 Rare, it creates the impression that only higher rarity items are truly usable, and anything Common is seen as junk or temporary.
What I’d love to see is a rebalanced Power curve where Common items in each Tier still feel worth using as a baseline. I’ve put together a rough draft of a new Power table as an example. The exact numbers might not be perfectly balanced, but the idea is to make Power increase in a way that feels steady and meaningful across Tiers. Rarity should feel like a bonus — something that adds value — but not the gatekeeper to whether an item is usable or not.
Separately I’d also like to suggest a repair system that acts as a resource sink while adding value to crafted gear, regardless of rarity:
Tools could be repaired using their core crafting material (such as ingots for metal gear or hides for leather armor).
Repairs would require more materials for higher-rarity items.
No profession locking. As long as any profession on the character has reached a certain level (e.g. level 30 to repair T3 gear), the player can repair items at a repair station.
Additionally, equipment could have durability-based stat scaling that affects performance as the item wears down. For example:
Durability 100% to 76%: item performs at 100% stats
Durability 75% to 51%: item performs at 75% stats
Durability 50% to 26%: item performs at 50% stats
Durability 25% to 1%: item performs at 25% stats
This system rewards keeping your gear maintained and gives more purpose to repairs while naturally cycling items through use, repair, and eventual replacement. It also helps make Common-tier gear feel functional rather than disposable.
P.S. I let AI translate all of this from my language to English.
Edit: in pic suggest T9 and T10 Mythic should be 35 and 37