The fact the Lost Actions themselves are consumable is the biggest issue I have. I currrently have Lost Incense as an active action, just because I took the role of a tank in a DR run that had no tank, however, I do not have a spare one, so I am hesitant to replace it just incase I need it again. I have plenty of essenses to use, but the main thing needed to tank when you are not a tank is limited. I have also never seen it drop from CLL and I have done enough runs that I only have 5 more relics worth of runs to do. If however, I wouldn't lose it when it gets replaced, I would be more willing to change it out.
However, i do not agree with the notion that it has to be a one and done, you learn it you get it permanently. That just makes any future drops of that action redundant and while you could trade them in loot box style, you know you will just be inundated with more fireworks.
An alternative would be the ability to 'master' them. This could be a system where, if you put essenses into this action, you gain X amount of uses, the more you use it, the more you level it where, at max level, you have infinite uses. This would encourage poeple to use and try out different actions as there is no loss, just the usage of your essenses (which shoudln't be able to be sold). I almost want to propose having an essense 'tank' where you store essense gained by doing various things. From there, you use X amount of essense to charge actions. This way, you don't clog up your inventory, there is no reason not to use it as it cannot be sold and since there is only 1 type, you don't need to worry about different essence types and where to find them (though you could probably split it into, say, 5 different types, one for each main stat, then, you can vary what each action needs to charge it).
With a system like this, they should not give you access to every action straight away, give you a suite of basic actions that are still important, so that they don't become obsolete as you unlock more and you aren't tempted to save your essenses for that one action later which will be better. The whole idea behind the system is to experiment, so you need to encourage it.
This could also be expanded to the potions. I still don't want to make them consumable, however, they still need a way to master them. Lore wise, you can say the holder is slowly drawing in aether to reform the potions, this gives them a cooldown. You can thn say mastering the potions can reduce that cooldown.
Then, one last thing that could be done, adding extra stats. i imagine this in one of 2 ways, either being able to max them all, or having a system where you can only slot a few stats. Either way, this could be anything from, increasing Crit rate, Increasing Crit Damage, Direct Hit rate etc. I would avoid giving main stats/general damage increases and leave that for the potions. This is more of a way to experiment by comping actions and stats. High crit build? High speed build? Go nuts.
At some point, will you max everything and have no use for the essence? Yes, but who cares. You cap the tank and then... it doesn't matter. I do believe a system like this would help people break away from the mindset of, I don't want to use it, just incase, to well, I have it, I can't use it anywhere else, might as well stick it somewhere it will actually be useful.


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