Honing change from % to a number required

How would folks feel about instead of percentage based changed to require a certain amount of materials that increases at each level. Least this way we could farm the materials.

We already have that. It’s called artisan energy. The maximum spendable amount of materials that increases each level before an upgrade is guaranteed. The percent chance is a chance to hit it early and save on materials.

I’d rather have the chance to hit it early than to have to farm for 60+ times the materials for an upgrade.

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That would be like being on pity on every piece of gear

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suggested this weeks ago…

make mat for an upgrade cost what going artisans WOULD cost, then have a % chance to consume less mats (basically critical upgrade).

you would ON AVERAGE keep the same time investment, mats used, etc etc
BUT
you would instantly lose ALL the frustration the current “fail, fail, fail…” system has.

sadly, the above suggested new system doesnt prey on people as much as the pure gambling system does that we have now, so it would be less enticing for whales and easily-suggestable people to spend loads of money
meaning: system without frustration → not good for business

It’s a horrible.suggestion.
You guys basicly ask to auto fail every attempt until Pitt system gives u 100% xD

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why is it horrible? explain? what makes a system that gives you ONLY positives after grinding “horrible” and what do you call the current system where you will fail 90%+ of the time and are frustrated that all your grinded time feels wasted.

i dont think you understood the suggestion.

Whether I agree to this or not, just face the fact that this will not happen.

Game has been out for years in KR, and a post in NA forum, nor KR forum will bring change to any of the system that’s prominent across 90% of kmmos.

Coming from playing other kmmos in the past, Lost Ark’s enhancing system with artisan energy being a thing, is actually a lot more forgiving than most of the other kmmos out there.

Main issue with honing is the huge difference between lucky and non-lucky players which is a massacre for player groups - haven’t seen my friends since start of the game lmao. Anything that would normalize the progression would be good.

It’s funny. If they just made the system focused on building your Gear level up with the Artisan system I bet you nobody would have had an issue with the gear progression.

There would have been a clear line set in the sand from the start, and people would work on their gear pumping materials into it tell they got the upgrade.

Since they started with an RNG system that lets you get lucky and sometimes get an instant win at 10% or lower at times, people are now hooked on the gamble system and would rather roll the dice over and over in hopes of eeking forward a little with less mats due to being blessed for that day.

I personally play the game with the mentality that the Artisan system IS the real upgrade system. If you get a lucky win, I treat it like some Black Smith God came down and took over my soul for that swing and made an amazing strike on my gear blessing it. Like seriously, it becomes a much more fun game when you accept that your gear progression is based on the Artisan numbers.

It’s all perspective honestly.

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and have a honing system like Blade and Soul, where each upgrade cost is so absurd that it is literally impossible for F2P players to enhance anymore? yeah, no thank you.

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Cause all that gives you now is positive. ,You ask for auto fails until 100% xD

So you are about to do your last +15 in T2 before moving to T3. You get a critical upgrade and get to keep half your mats. If all your mats are unbound, great, if anything is bound, now you have a bunch of useless junk that you didn’t need to get in the first place, you could have been in t3 a couple days ago.

The honing system is fine. It has a cap, and you can get lucky before the cap.

thats a bad argument …

firstly: mats SHOULD be roster-bound, like they are in KR/RU.
secondly: you will have mats left over either way (even with the current system). sometimes more, sometimes less.

the point i was trying to make was that i WISH we could move away from the current system that preys on frustration and move towards a system that gets you excited when you get a crit-upgrade.
the current system just feels like you waste sooo much with constant frustration.
i know why it is designed this way and it will not change but speaking from a psychological and customer-friendly point of view, the current system is NOT HEALTHY and will alienate many players sooner or later.

most people i know that like MMOs have no problem with a good grind but getting the feeling that you waste 90% of that grind just isnt a good one.

you still havent answered why it is horrible… you have no good argument then?

and what are you talking about “auto fail until 100%” … thats not what i meant and not what i said

THEY ARE, what the hell is wrong with you people? THEY LITERALLY ARE ROSTER BOUND, I DON’T GET IT WHAT IS WRONG WITH YOU?!?

calm down, and NO, not all of them are.
most leapstones are char-bounds, so are ALL shards you get directly.
and there are a bunch of other crystal sources that only give bound ones too (like all abyss dungeons for example)

we have SOME mats that are “tradeable”, they are not bound at all (not char, not roster) and we have mats that are “bound” (which is character based).
there are no roster-bound mats in our version at all.

we got SOME chests that were roster-bound and contained certain mats but those were all one-time rewards or event-things.

Kr also has character bound mats. Stop spreading misinformation.

never said they didnt, but i’ll admit i could have phrased it better as they have LESS char-bound stuff than we have.

Not all of them in KR are either, Una Leaps, Abyss etc are all char bound, I don’t fckn get it from where you guys are getting your informations, the level of delusion is insane.

They’re not. Almost all honing mats are either bound to character or just openly tradable.