Weapon Repurposing/Salvaging
I see a lot of support/suggestions revolved around gremlin weapons and I figured I could suggest something that expounded on some of those ideas I've seen. However, rather than just limiting the idea to only gremlins, but possibly getting player items based from the other monsters.
So the idea is that players would get access to making/fixing monster-like weapons. This might include things like a portable Gun Puppy head, lumber arm, zombie breath, flamethrower, or so on. Similar to the monsters themselves, these kinda weapons would be charge-use only (like bombs) On one hand, these sort of weapons could be split to match the weapon classification of how they function (like a gunpuppy head would benefit from some gun-gear) or rather, they could all be a new classification, esp since they wouldn't benefit from IAS (at least not as I have suggested)
Now as far as attaining such weapons, I have a couple of branched ideas. On one hand, they could be like current weapons, made through alchemization and a recipe. Recipes could be gotten from basil at random, or maybe as a drop from 'rare monsters'.
Or maybe, there aren't recipes at all. Instead of alchemy, it could add in a new 'repurposing' kinda tab/station. A low-star base item could be salved at random from monsters and then players can try fixing/improving the item by simply trying to combine materials at near-random to the base item. I say near-random not that it would be random (like the chance of getting variants when crafting) but rather the information to do so would not be known to players, so they'd have to experiment what certain materials do for each kind of weapon, and then compare notes.
I could probably start generating specifics for certain weapon types, but I thought I'd at least just start with the base-idea first and see what other people think.
@Mana...Knight : I'm fairly certain Bland is being on topic about talking about blueprint drops instead of recipes, particularly since he uses the term "fixing" which really doesn't apply to alchemizing (outside of maybe 1 given shield)
Course, heaven forbid you notice someone is replying to a post made by someone without an avatar.

The first problem with this is the weapons themselves; are they balanced? Since no weapons are described other than names this question has yet to be satisfied; in about three weeks nothing has been attempted, in fact. This thread was dead before Blandaxt defibrillated it as they have a history of doing for bad and lazily done threads.
The second problem is how these weapons are obtained. Apparently "clues" are dropped in the Clockworks from enemies, though from the description in the original post the first method would be to obtain it the exact same way the current recipe system works. The second is essentially removing recipes from the crafting formula and "guessing" what is used to make it, even though eventually people will figure out all the "guessed" materials and it would simply be a means to remove paying for recipes from the formula. The first one would be redundant, the second would simply be a way to horde crowns further. Which is bad.
The only redeeming part of this thread is offering new weapons, but since nothing more than names have been created in about three weeks it is assumed to be a dead subject. Which means there is nothing left in here.
Oh there's plenty more, but I sent a condition for furthering this as I already knew it would be bereft of interested parties. If it was as 'dead' as you thought, then you have kept it left alone instead of whatever condescending reason you felt to 'grace' this thread with your presence.
I didn't add more particular information or specifics —and I'll put this in a way you'll understand— because:
Monsters only have so many current attack types and they already have damage tables. Currently existing ingame weapons already deal set damage per star per tier (as you use as a baseline to 'balance' other weapon suggestions) Many if not most current monster attacks are already more than similar enough to many other weapons players can have and that information can simply be lifted. Any particular changes that could be made from this idea would be done BY OOO; my input, or anyone elses, would have NO impact whatsoever on whether or not this idea could/would be implemented. Since adding more wouldn't help it, esp since it already exists (see above) and these forums aren't going to be responsive anyway, I see no reason to put in the time for posting specific ideas and numbers, etc beyond simply suggesting the idea.
Yes, eventually players would eventually find all potential repurposing recipes/blue prints and it would be posted on the wiki; MMO aren't always about the "then" but rather about the 'now' and players trying to make these kind of weapons (which imo would largely be cosmetic choices) will have the quest of figuring these sort of things out. Many other f2p games use a similar concept already (ex: Clash of Dragons crafting system) This sort of discovering option allows concurrent players who have a massive surplus of existing resources. I could also had the condition suggestion that such designs/drops could only be gotten from the arcade and not from any given mission as an added idea to boost player incentives for arcade expeditions over mission repetition.
And tbh, I'm really thinking I should PM this to Luguiru specifically (reason edited out) but I'm content enough to leave this as in unless someone else wants to... fester in this 'dead' topic further.
i think it would be nice if there could be some sort of blue print that could drop from monsters that could give the players a clue to what they are building with the weapon they are fixing. for example, there could be a blueprint for a specific weapon the player can try to fix, and the blue print hints that you need a certain star item saying the number of stars and saying how much u need to mix it. it will also say from what affinity u can get the items , like shadow, elemental and stuff like that for hints.