Just gonna state this now. This forum topic is literally an idea in which im curious to see the communities response. I thought of the idea and thought it would be cool so I’m wondering what everyone else may think. I am not saying it should be implemented, but I don’t think its a bad idea. Just enjoy the food for thought.
So, honing is honing. Everyone probably hates it, but its what brings the real grind to the game. I feel as if I have a cool idea that can make honing more tolerable without effecting RNG rates. Here it is:
A material similar to Moonbreath (or whatever the material it is depending on the tier your in), but instead of increasing the hone rate, on fail there is a chance to salvage some of the items you used. The odds of salvaging can be increased by adding more of these items and will have a limit of 0-40% or something around there and should return 20-60% of materials used on hones. These items can be obtained the same way moonbreaths can be.
I personally think this can be an awesome addition to honing. Mainly because the rates aren’t changed, but with an item such as this it can definitely help reach higher tiers. I also think that they can be more useful than moonsbreath only because more materials means more hones which means more chances of success.
Last thing I would have to say about this item is: After failing hones, you can feel empty inside. All the materials you collected add up to nothing due to failed hones. Im thinking with this salvage chance you may not get all materials back, but at least it would not feel like all your time was wasted. I would also say the weird thing about this item, Is that you are kinda betting on yourself to fail, but besides that I don’t think there is anything wrong with it.
Let me know what you guys think. Let me reiterate before im attacked for wanting to make this game easier or something.
I never said it should be implemented I just want to share an idea I had with the community. This thread is mainly going to be speculation and such
That is quite an interesting idea; although I’m certain the counter-argument would be, great, I absolutely must grind for a new stone type so that honing isn’t a complete waste mentality.
It’s one of those ideas that has the “Yeah that makes sense” but also “Is THIS worth the dev time? Or is there a better solution to the underlying problem that could be addressed”
If those breaths or etc came from more places and had more of an effect on the success, they probably wouldn’t need to provide another benefit such as “Salvage some of the mats”.
There’s also the underlying concern of the MAIN mats that are actually blocking people end up being leapstones or shards, which naturally both cost an arm and 3 legs to buy from the Market. ^ This same issue makes the fragments worth near-nothing (ref T1 frags and the TANKING prices on T2 and T3.
I think the idea is totally cool, but also believe it’s a band-aid to a bigger underlying problem.
So for example if you’re doing a 60% attempt, third one should have full artisan energy after 2 failures because 60+60 exceeds 100%.
Right now I’m at 15% and it’s really deflating when you see artisan energy. It’s 8% per failure, after 4 fails I’m at only 32% energy, meaning that if you’re unlucky you can fail up to 13 times in a row. And you need 24 of those 15% upgrades from 1340 to 1370.
The problem is that the “juicing” materials are providing such a low % increase to the chance itself, and half of that to the energy. You end up wondering why you’d bother juicing the odds at all, and just keep spamming fragments because the cost is almost the same. Then you get to the potential 13 fails you described (which has happened to PLENTY of people).
I think a huge buff to the interaction of the solar/blessing/etc materials would result in a similar outcome, without incentivizing non-stop raw honing spamming. Currently they feel like this bad system with 4 different options that all do near-nothing and costs insane $ investment for barely any actual reward/incentive.