Monster and treasure box loot should be tailored to maximize apparent profits at the end of a mission, more for psychological reasons than for any major benefit. Players feel happier when their loot-collecting is efficient, even if it doesn't make much of a difference.
The loot should be modified thus:
- By default, the content is random.
- Treasure boxes placed at the end of a tier or string of levels (e.g. treasure depths) should not contain any consumables.
- Treasure boxes placed right before treasure depths (e.g. Danger Missions) also should not contain consumables.
- If all the members of the present party have the heat levels on their gear maxed out, neither monsters nor Treasure boxes should drop heat.
I would also recommend a few more changes. Share the materials; when one person collects, everyone gets it. It's not a good enough reason to go solo, and players feel better about it. Most of the forum economists would recommend a material sink or reduced drop at this point, seeing as the material supply will go up fourfold. Make fire deal elemental damage so that there are alternate ways for players to reduce its damage (besides fire resistance), and increase the damage dealt by fire a little bit to compensate. Give freeze some damage against knights, and some kind of audio/visual response to breaking freeze; this should encourage teamwork in ice levels and give them a little extra scariness. Remove the healing effect from sleep, as that makes the status abusable (for healing from enemy attacks) and unusable (from knight attacks).
Opinions?
+1 for modifying treasure boxes
No to sharing all materials
...I like setting fire to Wolvers
Yes to freeze damage against knights
Yes to removing healing effect from sleep