Make Solo Battles great again, with new gear and forging!

By Septimus · · 79 views · 8 upvotes · 4 replies

Gear System Redesign Suggestion

The current gear system is functional but anonymous: static-stat items acquired through a chest loop that frequently rewards nothing, an upgrade path that destroys items for limited results, and a solo-battle mode that guild battles have seemingly made optional. This document outlines four connected updates that turn gear into an identity system, can make every acquisition feel worthwhile, and give solo play a reason to exist alongside guild battles.

1. Gear Acquisition — Chests

Keep the lottery-ticket thrill players already love but remove the moments that feel like a wasted turn.

2. Gear Upgrading — The Forge

Replace "5×1★ fed in → 1 plain 2★ out" with a system where players choose what improves, instead of gambling it away.

3. Named, Procedural Gear

Every item today is an anonymous stat placeholder. This turns gear into identity: the item's name literally describes what it does.

Legacy item migration

4. Solo Battles — Giving Them a Reason to Exist

Guild battles currently win on raw power: fast XP and abundant random drops, plus a social pull solo can't match. Solo battles need a prize that guild battles structurally cannot offer. I propose directed acquisition rather than random abundance.

How It All Connects

Rarity determines how many affix slots an item has. Affixes generate the item's name and map it to a skill-based build. The forge is where players craft, merge, and reroll those named items using scraps and Forge essence. Solo battles are the primary source of Forge essence and the only place to choose a targeted, next-stage-ready reward. Guild battles remain the fastest path to XP and bulk random drops. Legacy stockpiles of common gear convert into starting scraps and essence rather than being wasted. Every system feeds the next, and nothing sits idle in a player's inventory. Each play mode has a distinct job.

This also lays the groundwork for a player market where people can sell off their unique named items and full sets once they outgrow them or change playing styles. This could even lead to players who "specialize" in forging equipment, making pieces just to sell in the market.

Replies

DaddyD ·

Great well structured post.

This uniqueness and gear depth is what is missing. Also will explode the marketplace with sales and value.

Love it.

I might also add that with forging new gear, perhaps there is use for rare materials such as drakon and pet materials too to forge higher quality gear.

Septimus ·

You must have missed it, but I had it in the High Risk forge section!

FranKen ·

This are great suggestions! I played a game that has unique items which further enhance Skills or passive skills and another game add + level to certain skills.

Roker009 ·

Couldn’t have said better. 🍻
Perfect balancing and proposal.
I really think that gears should have different classes like you mentioned ( not talking about elements ) coz when we move to web3, these all will be NFTs ( kind of).

Appreciate the hard work 🍻🔥