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[Feature Request] Weapon Evolution
#1
Hello everyone, its me your King hehe

Currently, we can upgrade certain weapons (e.g., Malice → Cursed Malice, Rebellion → Raging Rebellion), but what if we could continue upgrading even further? Instead of stopping at one upgrade, we could have multiple upgrade tiers to make weapons even more powerful while maintaining balance.
How Would It Work?
  • Each upgraded weapon could have additional levels, such as:
    • Cursed Malice → Cursed Malice II → Cursed Malice III 
    • Raging Rebellion → Raging Rebellion II → Raging Rebellion III 
  • Each upgrade would require additional rare materials, gold, and faction points. (yes faction point)
  • The stat increases would be small but meaningful, keeping balance in check.
Faction Points Limitation:
  • Certain weapons would require a minimum amount of faction points to be used, not just upgraded. For example:
    • Cursed Malice II → Requires 15,000 Faction Points to equip
    • Cursed Malice III → Requires 25,000 Faction Points to equip
    • Raging Rebellion II → Requires 20,000 Faction Points to equip
    • Raging Rebellion III → Requires 30,000 Faction Points to equip
  • This ensures that only dedicated faction members can wield the highest-tier weapons, maintaining game balance and progression.
Would you be interested in seeing this implemented? Let’s discuss how we can balance the upgrade system with faction points!
King of Swadia

Member of SD

Loots:32
#2
Instead of a "simple" and boring increase in stats, i'd like to see adding bonuses to items like a speed bonus in armor or boots. This way, everyone would be able to create their uniqueness to some extent and play in their own style. Other than that, I'm all for the upgrades because it gives another way to grind, although at some points the game can become too easy.
#3
(07-03-2025, 05:55 PM)Corrndog Wrote: Instead of a "simple" and boring increase in stats, i'd like to see adding bonuses to items like a speed bonus in armor or boots. This way, everyone would be able to create their uniqueness to some extent and play in their own style. Other than that, I'm all for the upgrades because it gives another way to grind, although at some points the game can become too easy.
Could be a good idea.
#4
Not gonna really comment on anything else, but I will comment on this

(07-03-2025, 05:09 PM)Venom Wrote: Certain weapons would require a minimum amount of faction points to be used, not just upgraded

my Halb Med vs Halb cades.

Do you see the problem you making

[Image: 4a95746330c59ee43a06b9391f476c80.png][Image: ed8a78a314b4cf24cdec61c847ea0f37.png]



Anyway even if we take away the fact that a lot of people have the same Hero 2 times for different support

This game already heavily incentivizes playing solely on one id for no reason, other the 1 main quest having a relatively good reward for the time it takes. This leads to burnout for quite a lot of people and for those people, this would be another reason for them for getting punished. I dont think its in the games best Interest to keep pushing in the direction of solely focusing on 1 id you have your most play time on if the game wants to keep players. 

The game has 12 heroes. People shouldn't feel 100% locked in to playing that one hero they picked at the start as thats the only way to play that "feels optimal". I strongly feel like the game should be going in the opposite direction rather than doubling down.

If you're solely playing on one id definitely should be some nice big reward like we already have but it's like, why is there a massive jump? Rise From the Ashes mini where its 250 kills or 100 of each? Would it make sense that each hero has a unique quest actually tailored to them? It's like... I have all heroes... I can tell you for a fact that certain kills are a lot easier on certain classes... Wouldn't it be so much more fun if the game actually incentivized you to actually do what your class is good at, rather than picking off the exact same bots that everyone else is going after
#5
(07-03-2025, 06:12 PM)DR. Wrote: Not gonna really comment on anything else, but I will comment on this

(07-03-2025, 05:09 PM)Venom Wrote: Certain weapons would require a minimum amount of faction points to be used, not just upgraded

my Halb Med vs Halb cades.

Do you see the problem you making

[Image: 4a95746330c59ee43a06b9391f476c80.png][Image: ed8a78a314b4cf24cdec61c847ea0f37.png]



Anyway even if we take away the fact that a lot of people have the same Hero 2 times for different support

This game already heavily incentivizes playing solely on one id for no reason, other the 1 main quest having a relatively good reward for the time it takes. This leads to burnout for quite a lot of people and for those people, this would be another reason for them for getting punished. I dont think its in the games best Interest to keep pushing in the direction of solely focusing on 1 id you have your most play time on if the game wants to keep players. 

The game has 12 heroes. People shouldn't feel 100% locked in to playing that one hero they picked at the start as thats the only way to play that "feels optimal". I strongly feel like the game should be going in the opposite direction rather than doubling down.

If you're solely playing on one id definitely should be some nice big reward like we already have but it's like, why is there a massive jump? Rise From the Ashes mini where its 250 kills or 100 of each? Would it make sense that each hero has a unique quest actually tailored to them? It's like... I have all heroes... I can tell you for a fact that certain kills are a lot easier on certain classes... Wouldn't it be so much more fun if the game actually incentivized you to actually do what your class is good at, rather than picking off the exact same bots that everyone else is going after

I see your point, but I think the game focusing on one main hero per player is actually a good thing. It allows for deeper specialization, long-term investment, and a stronger sense of progression. If switching between heroes was too encouraged, players might feel pressured to constantly play multiple classes rather than mastering the one they enjoy the most.

Also, not everyone wants to play all 12 heroes. Some players prefer to specialize in a single role rather than jumping between different ones. Instead of forcing variety, maybe the game could offer optional class-based objectives without taking away from the reward of sticking to a main hero.
King of Swadia

Member of SD

Loots:32
#6
(07-03-2025, 05:55 PM)Corrndog Wrote: Instead of a "simple" and boring increase in stats, i'd like to see adding bonuses to items like a speed bonus in armor or boots. This way, everyone would be able to create their uniqueness to some extent and play in their own style. Other than that, I'm all for the upgrades because it gives another way to grind, although at some points the game can become too easy.

Basically „re-forging”?
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#7
(07-03-2025, 08:51 PM)Venom Wrote: Also, not everyone wants to play all 12 heroes.

Yes I agree but not everyone wants to play 1 hero either

Most people at high investment have roughly what maybe 5-10 heroes. Most people are actually in the middle they aren't me with all possible variance and they aren't the person that has only 1 or 2 heroes

Most people when the Ashes quest didn't exist had their favourite hero and a few others. For example if the team needed an RG they just swap because it was frictionless at least in comparison. Now that the Quest is a thing It has forced people in the mindset of..

I need to play this 1 ID otherwise I'm wasting my time

I was probably the first to make all 24 Heroes and in most games I would get something for that massive time and wealth sync even if it was cosmetic

I spoke to a Dev 5-10 years ago the idea of getting a unique collectible for getting all the sniper heroes for example. That was something that they agreed with just hard to implement

I'm not asking for making all classes being the most optimal way to play far from it. I'm asking for it to not get worse in comparison then it already is

People should not be forced to play a certain style of game play if they don't like it
#8
(08-03-2025, 03:04 AM)DR. Wrote:
(07-03-2025, 08:51 PM)Venom Wrote: Also, not everyone wants to play all 12 heroes.

Yes I agree but not everyone wants to play 1 hero either

Most people at high investment have roughly what maybe 5-10 heroes. Most people are actually in the middle they aren't me with all possible variance and they aren't the person that has only 1 or 2 heroes

Most people when the Ashes quest didn't exist had their favourite hero and a few others. For example if the team needed an RG they just swap because it was frictionless at least in comparison. Now that the Quest is a thing It has forced people in the mindset of..

I need to play this 1 ID otherwise I'm wasting my time

I was probably the first to make all 24 Heroes and in most games I would get something for that massive time and wealth sync even if it was cosmetic

I spoke to a Dev 5-10 years ago the idea of getting a unique collectible for getting all the sniper heroes for example. That was something that they agreed with just hard to implement

I'm not asking for making all classes being the most optimal way to play far from it. I'm asking for it to not get worse in comparison then it already is

People should not be forced to play a certain style of game play if they don't like it

I get what you're saying, but I think the current system makes sense in terms of long-term investment. Specializing in one hero should be rewarding, and there has to be some incentive for players to commit to a specific character. Otherwise, there’s no real difference between playing one hero or jumping between all of them.
I agree that players should have the freedom to switch heroes when needed, but at the same time, the game shouldn't push everyone into constantly rotating between multiple heroes either. If too many rewards were given for having a lot of heroes, it could make single-hero progression feel pointless.
Maybe a middle ground could be found where playing multiple heroes is viable, but committing to one still has strong benefits. That way, players can choose the playstyle that suits them best.
King of Swadia

Member of SD

Loots:32
#9
(08-03-2025, 03:39 AM)Venom Wrote: If too many rewards were given for having a lot of heroes, it could make single-hero progression feel pointless.

To make the 24 heroes Its cost me 18mill in gold + the time needed to level up (noted the times I was on normal servers and not rag for xp, loot, mats, gold)

I don't think making all heroes should give you much of anything in terms of real value like I shouldn't be rewarded 5mill gold for making all heroes effectively just being a discount

That's why collectibles make sense given they are basically sentimental/subjective value with not much of any effect on meta game play. Supply and demand will even it out in time as well as the novelty goes away as more people get them.

It's like usable by all items are fundamentally useless at this point to me. Imagine if I made all 24 heroes and I got given a dress set for example that was unique that was slightly better then the ones we have atm in stats and locked to all heroes. Many people would want it sure but its a complete novelty and it's not like it's gate kept you just need to do the work that I did over the years

As said before a dev has basically already agreed with me on this so the problem is implementing unless they want to do it manually where you apply and your account gets looked over but ye ehh.. Other option like I've said is probably making a unique quest for every single hero when you finish that quest, you get a unique material

I do still believe a mini rise of the ashes should be a thing for the people like myself that have a lot of IDs close to 50%

I will clarify I think it should be an exponential reward. If it's 250 bots I need to kill I don't think 2.5m gold is good but 2mill or less is fine
#10
(08-03-2025, 04:20 AM)DR. Wrote:
(08-03-2025, 03:39 AM)Venom Wrote: If too many rewards were given for having a lot of heroes, it could make single-hero progression feel pointless.

To make the 24 heroes Its cost me 18mill in gold + the time needed to level up (noted the times I was on normal servers and not rag for xp, loot, mats, gold)

I don't think making all heroes should give you much of anything in terms of real value like I shouldn't be rewarded 5mill gold for making all heroes effectively just being a discount

That's why collectibles make sense given they are basically sentimental/subjective value with not much of any effect on meta game play. Supply and demand will even it out in time in time as well as the novelty goes away as more people get them.

It's like usable by all items are fundamentally useless at this point to me. Imagine if I made all 24 heroes and I got given a dress set for example that was unique that was slightly better then the ones we have atm in stats and locked to all heroes. Many people would want it sure but its a complete novelty and it's not like it's gate kept you just need to do the work that I did over the years

I do still believe a mini rise of the ashes should be a thing for the people like myself that have a lot of IDs close to 50%

I will clarify I think it should be an exponential reward. If it's 250 bots I need to kill I don't think 2.5m gold is good but 2mill or less is fine

I understand your point about having all heroes and the time/gold investment that comes with it. But if there were exclusive rewards tied to this, wouldn’t that create a pressure for players to unlock more heroes even if they don’t want to?

Right now, players can focus on either one hero or multiple, depending on their preference. If we introduce collectibles or additional incentives, wouldn’t that make it feel like multi-hero play is becoming the ‘correct’ way to play? I feel like both approaches should remain equally valid without pushing players in one direction.
King of Swadia

Member of SD

Loots:32




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