There seems to be a general consensus that both armor and trinkets with bonuses to specific weapon types are the best available options. I, for one, am saddened to see players increasingly locked-in to a single weapon type and unable to diversify. I am also sad that there are very few trinket options available to low-level players.
I propose that trinkets be added to the game that provide a damage bonus against a single monster class (for example, "damage bonus vs. gremlins"), according to the following power schedule:
- 2 stars: low damage
- 3 stars: medium damage
- 4 stars: high damage
- 5 stars: very high damage
Very high might seem like a lot, but keep in mind that damage bonus is capped at 6 ranks, so you can't actually benefit from two very high bonuses against the same monster class. I feel this power schedule provides several interesting and viable options for your trinket slots:
- Very high vs. 2 monsters. Most levels include at least 2 classes of monster. This gives you the same damage bonus as two weapon trinkets, with the advantage of working with all your equipped weapons, but the downsides that you need to acquire 6 trinkets to cover all levels (instead of only 2 for your preferred weapon type) and that you'll occasionally run into a monster from a class that's not covered.
- 2x High vs. monster. Two 4* trinkets gives you max damage against one monster class, probably for roughly the same cost as a single 5* trinket. You're still 2 damage ranks ahead of the weapon specialist against one monster class, but you will routinely run into monsters you don't have a bonus against.
- Very high vs. monster + Some other trinket. One monster trinket + one weapon trinket will still give you max damage when using that weapon against that monster. You could also use an ASI, CTR, or defensive trinket to give you some extra utility while still maintaining a substantial damage bonus against the level's primary monster type.
I see the following advantages to this proposal:
- More viable loadouts for players with mixed weapon types.
- Much easier to get max damage bonuses without relying on armor, making armors without damage bonuses more viable.
- Players can specialize in different monsters, and thus divide up responsibilities during large fights.
- Tier 2 players gain access to viable offensive trinkets.
- Damage vs. monster class is an ability that is already supported in the game engine, so the additional work required to implement should be minimal.
- Six trinkets in the complete set gives players more to do, and more reason to spend money on the game.
I also see some possible downsides:
- Power creep
- Larger gap between gear specialized for PvP and gear specialized for clockworks
As far as how players acquire these new trinkets, several approaches are possible, but the most obvious one would be to add them to Brinks' inventory--he already sells 2*-5* trinkets in exchange for tokens that are already associated with particular monster types (and these trinkets clearly aren't good for PvP, so the Krogmo machine doesn't fit). However, there's currently not much players can do to acquire sparks faster--players can't acquire a wide variety of trinkets unless they can somehow pay for them. So we'd also need more ways to grind sparks. I would suggest:
- Brinks begins selling sparks in exchange for boss tokens.
- Sparks visible behind energy gates, so players can "buy" them in limited quantities.
- Higher drop rates for sparks at the end of danger rooms.
- New purchasable energy pack that includes sparks.
Or you could have some completely different method of acquiring them. Heck, maybe you just purchase recipes from Basil and craft them like all the other gear in the game.
Thoughts?
Can't agree with VH trinkies, as they would absolutely shatter the point of armour sets designated for family damage.
Right now we have sets that total up to VH bonus against....say, slime.
This gives you VH slime damage for all your weapons and piercing defence.
Use a single one of those trinkies and a Vog Cub and you've got your VH damage /and/ ASi; who the hell needs defence anymore?
(I get that it's a bit of a wonky example, but hopefully you see where I'm goin' with it)
I completely agree with the family damage trinky idea, I actually really do love it, but I think it shuold cap at medium (MAYBE high) like the other trinkies, so as to not just completely remove family damage sets from use as everyone will just use their favourite weapon bonuses, or another set with the same defence type and higher/better overall stats (keeping in mind that the family bonus ones typically have a bit lower defence to balance out having family bonuses).
Put a medium on and you let family sets maximise their damage or....oh god, even just two mediums would let anyone who felt like itj ust pick up VH bonuses on top of their sets...
Maybe there was a reason they don't have them in after all. Unless you were restricted to only one of each type, is all I can think of. It'd be nice to get max bonuses without UVs, but at the cost of making family sets totally useless, it doesn't seem worth it, the sets are there for a reason, and people will always choose their favourite sets over family specific ones if they have generic trinkies that can replace them.
Feel free to add that to the Downsides section, seems like you forgot to consider the current sets.
HOWEVER!
If they only had trinkies for families that don't have current sets (gremlins/construct) then I imagine it wouldn't be a problem, altough I think they should still cap at medium/high, like the sets, VH does seem..a bit too high, to be able to get a full sets worth of bonuses within one trinky and still have room for more, on top of your favourite set. Too much.
Altough personally I'd rather see sets for the family bonuses, but there's pretty much a reason why gremlins and construx got left out..