Make Solo Battles great again, with new gear and forging!
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.
- Bundle size roll: Every open rolls a bundle size ( Small, Medium, Large, Huge, Jackpot ) mirroring the free battle chest mechanic players already know.
- Never empty: Even the smallest result always pays out. The old 40%-empty outcome becomes a guaranteed minimum of a Small bundle of "scraps." No more "you paid and got nothing."
- Two layered chases: Bundle size and item level are two separate rolls. A Jackpot bundle can still be full of low-level items; a Small bundle can hide a dream tier pull. Two independent chases running at once.
- Odds untouched: The full impossible-odds ceiling stays exactly as is, any chest can still dream pull the rarest tier. No changes proposed to pull odds.
- Pity counter: A dry streak counter that guarantees a "rare" 3 star or better piece after enough opens without one. This "rare or better" would be something like Helm of Embers instead of just a plain Helm of the fire element. A Legendary (5 star) item might be Helm of Eternal Burning.
- Slot targeting: Players can spend additional bronze to bias odds toward a specific slot (e.g. "focus Weapon") — a reason to open chests even when battle drops are plentiful.
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.
- Salvage & Craft (backbone): Any unwanted item can be salvaged into Scraps, and higher tier and rarity items can also drop Forge Essence. Scraps are spent upgrading a specific chosen item: its level, rarity, or a rerolled stat. The player decides what gets built.
- Merge with carryover (rarity ascension): Pick a keeper item and feed it scraps to raise its rarity while it keeps its existing level and affixes. Same slot fodder guarantees a same slot result. No losing the item you like.
- Risk forge (optional depth): An optional high-stakes forge for a bigger jump, with a fail chance that can downgrade or add a drawback alongside a stat gain. This can provide a thrill for players chasing maximum builds. In this Risk Forge, rare materials like Ember, Verdite, Moonite, etc. could be required in addition to Scraps and Essence for a chance to forge an item with a new "Affix slot" and possibly a higher level. Affix slots map to active or passive player skills. This provides a path for players to choose a gameplay style and enhance their skills with equipment.
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.
- Naming grammar: Every item assembles from [Prefix] + [Base] + [of Suffix] — e.g. "Helm of Embers," "Shadow Blade," "Amulet of Tears," "Wind Walker Boots." The name is a readable label of the item's rolled affixes, not decoration.
- Affixes map to skills: Each prefix/suffix theme maps to an existing skill — Ember → Ignite, Shadow → Critical Hit, of Tears → Vampiric, Venom → Poison, Bulwark → Thorns/Barrier, and so on. The name tells the player which build the item feeds.
- Rarity = affix count: Star tier controls how many name-parts an item can roll: 1★ is Base only, 2★ adds a Prefix, 3★ adds a Suffix (full hybrid)., etc.. 5★+ draws from a small, Legendary list with fixed unique mechanics the chase items. For example, a 1-star helmet of any level is just a Helm; a 2-star fire helmet could be Helm of Fire for the fire element; a 3-star fire helmet could be Helm of Embers (this signifies it enhances the passive skill of Ignite); a 4 star fire helmet could be Helm of Burning (player hits even without the Ignite skill have a chance to proc ignite, and if they have Ignite it improves the odds). Lastly, a 5 star could be Helm of Eternal Burning, with an even greater chance for burning and perhaps % resistance to mob burning attacks.
- Stat budget: Total item power is fixed by level × star tier and distributed across base stat and affixes, so procedural rolls can't accidentally break balance, and legacy items can convert at equal power.
- Icon theming: Prefix themes carry a color/element (Ember = orange, Shadow = violet, Venom = green), so existing icon art can be tinted procedurally instead of requiring new art per item.
Legacy item migration
- Seeded auto-naming: Every equipped/kept item is deterministically converted into a named item of equal power (existing seed = existing item ID + level + tier). Players gain identity on their gear, lose nothing.
- Bulk salvage: The hundreds or thousands of duplicate low-tier items players are holding become the starting scraps supply for the new forge. Turning stockpiled clutter into launch capital rather than dead inventory.
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.
- Stage Vault: Clearing all bounty tiers of a stage awards a guaranteed named item or items based on the quantity roll, power-scaled for the next stage's easy mobs. Directly solving the "outmatched right after crossing over" problem. The reward for finishing a stage is the key to the next one.
- Choice, not a roll: The Vault lets the players pick their reward build theme (e.g. Ember cache vs. Shadow cache vs. Venom cache) rather than rolling it randomly. Guild loot is abundant and random; solo loot is precise and chosen.
- Solo-exclusive Forge essence: Solo battles drop the exclusive material that fuels the Section 2 forge. Guild battles give XP and random common gear of appropriate level for the player's Kingdom tower; solo battles give the targeted crafting fuel dropped from the chests that winning solo battles currently provide. The two modes stop competing and start complementing each other.
- Reward cadence: Each bounty tier (Easy / Medium / Hard / Super) pays out on its own, not just the final clear — escalating essence and pity progress toward a Legendary, so there's a pull throughout the stage, not just at the end.
- Super clear = prestige: The hardest bounty tier is a solo-only shot at a Legendary, unique-level-appropriate (Section 3) chase item that guild battles can't shortcut.
- First-clear vs. replay: First time through a stage grants the guaranteed bridge item; If stage replay is implemented, the stage farms essence and pity progress, a milestone moment plus an ongoing reason to return.
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.