An Upgrade Mechanic
There already IS an upgrade function. In fact, you even mentioned it in your post.
Also, the formula you described does NOT work with inspirations - inspiration conversion is always a new type in the same tier, never an increase in tier.
@Roderick
I'd much rather the crafting options for Rare and V.Rare simply sucked less. Like, 210% less. That's how much they suck right now.
Quote:
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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What this suggestion proposes is a toning down of the requirements needed to obtain a Very Rare Incarnate Component while still keeping it rather costly. I suggest this because as we know, the trial's participation based rewards can be quite frustrating for some, especially at times when you feel outright cheated; and as of now in my honest opinion, the requirements needed to craft a VR component is rather ludicrous ($100,000,000 plus one of every Rare). So, here's my suggestion...
Just like they've implemented a side and downgrade feature to the system, institute an upgrade feature. However instead of upgrading 1 common to 1 uncommon on a 1:1 ratio, you'd need 3 Commons to make 1 Uncommon; 3 Uncommons to craft 1 Rare, and 3 Rares to craft 1 Very Rare. Thread costs per upgrade included (just like with the side/downgrade feature). This way, even if you do happen to get that Uncommon when you were hoping for a Rare, you can take relief in knowing that the Uncommon you just recieved is merely just a piece of the puzzle.
I believe this method would help eliminate some of the 'grind' we feel when doing the trials and also help us feel as if our goal isn't completely out of our hands. I mean, this formula worked well with inspirations, so I figured, why not import it to the incarnate system?
Any Thoughts??
- Im Not Talking Fast, You're Just Listening Slow.
- To Each His Own