We have various kinds of rarities as is, but what if we also had special rarities? Rarities rarer than normal ones?
Here are a few suggestions of potential rarities:
- Revive Buckets
- Enhanced orbs of alchemy
- Status evo catalysts
- Forging fire shards
Revive buckets are rarities obtained as a bonus from iron and mirrored lockboxes with a 40% spawnrate, and also in the clockworks with the same spawnrate as sparks of life. These buckets revive teammates up to 3/4 of an emergency revive's health restoration.
These are essentially buckets we dump on other knights to revive them. Revive buckets cannot be used on your own knight. This would bring back a bit of "teamwork" that was lost with the sparks of life, as these "revive buckets" must be used on other party members.
If need be, put these in the supply depot at a lower cost than sparks of life.
An enhanced orb of alchemy is much rarer than our current orbs. It is more powerful than other orbs, and can be used in place of three orbs of the equivalent star level. These orbs drop in the stratum that follows the drops of the un-enhanced orbs. (I.E., 4* in stratum 6, 3* in stratum 5, etc.)
Only available very rarely from drops in the clockworks and from mirrored lockboxes, status evo catalysts are evo catalysts that work across all levels of sprites (14-15, 49-50, 50-90, etc.) and align their status type to that evo catalyst. A single status type of evo catalyst MUST be used for ALL levels of the sprite's form changes if players wish to align their sprite's status.
These rarities would be unbound if found in the clockworks.
Forging fire shards are fire crystals that are made every time the forge is used, and are bound to the player. These shards can be used to create more fire crystals of any star level. Depending how much you wish to gamble you will get 1, 2, or 3 forging fire shards returned, plus an additional amount that is equal to the star level of the crystals you used if you succeed. (A player forging 2* gear who failed a forge at 80% would get 2 fire shards back, whereas a player forging 5* gear at 100% would get 8 fire shards back)
Each crystal would take their star level * 3 in shards to make. ( You cannot craft 0* fire crystals in this way, sorry. :\ )
3 shards for 1 dim,
6 shards for 1 warm,
9 shards for 1 glowing,
12 shards for 1 shining,
15 shards for 1 radiant.
+1 to revive bucket concept. Perhaps not the right lore for it though.
If you don't mind me suggesting...
Friendly Surge
[My opinions on balancing]
Current SoL droprate is modified to be 50% SoL and 50% new rarity for reviving allies only.
Revives teammate to 100% health when your knight is currently alive.
Revives teammate to 50% health when your knight is currently dead.
Cost 50% of SoLs in supply depot (only in haven, and cannot purchase to use on dead players).
Added completely bonus reward for certain missions (perhaps in addition to any time we get SoLs we would also get these).
All other SoL only things will remain as they currently exist.
-1 to the other ideas.
[In order]
Crafting is significantly cheaper and faster than before. We don't need more orbs. We need older players to get past the idea of not buying from the supply depot.
What would the evo status do? [Would it make maskeraith's poison useless?] Why have them tied to the evo catalyst? I don't particularly see the purpose.
I don't like the idea of being able to farm radiants by buying 4 proto swords and heating them in a couple depths.