Those options would not be used on arcanes. That kind of system is not designed for easily replicable gear.
That is just safeguarding to 22 stars, and that would just double the cost like what safeguarding does now - remove boom and pay double the mesos.
Introduce two ways to repair for Heroic, either pay mesos or replace with the same equipment be fine, but honestly completely removing boom will lose a lot to the game. As much as it sucks to see an item boom, it kind of is an important part to the gameplay, you cannot get that relieve feeling without that risk factor.
And no drop and no boom would be 16x the cost at the same success rate, imagine over 2 billion mesos per starforce ATTEMPT on arcanes. Even being the same mesos cost as it is now, that mental aspect of seeing the insane cost per attempt would be way too much for players and actually greatly sour the players mood when that one attempt did not succeed.
This is fine. However it is still a bad system because it does not address the fact that every other system in the game allows you to mitigate the risk factor.But what I am talking about is only and specifically removing drop on failure completely and by doing so makes the success rate to star rank up actually accurate to what it is now.
Even though nothing technically changes for mesos cost and chance to star rank up vs chance to boom, it will make the system feel a whole lot better only going up rather than bouncing back and forth. Plus most importantly it removes the deception factor that no one can see right in front of their eyes since people are insanely bad with numbers, and exponentially worse when it comes to %s.
This is a fair way of mitigating the risk factor, if you remove drop and also add in a repair with meso option, then it's fine.Repair system improvement to mesos fee or same equipment sacrifice would be good as it retains the risk factor to booms, while kind of having that safeguard aspect, while being able to keep the risk aspect of "what if it booms".
You don't remove risk entirely. You add in a way for players to mitigate it.If we going to remove the risk entirely, then there is no point for it to be a chance system in the first place. Might as well just change it to pay mesos and it ranks up guaranteed and remove the variance entirely.
This is actually a decent argument on why all RNG upgrade systems should be removed entirely, this is not 100% free to play.Variance and risk are very good for the game when done well and adds to the gameplay, this essentially game-a-fining gambling and would be true gambling if there was financial lost with potential financial gain involved (very important stuff like this is 100% free to play).


-snip- Make green and purple potion only usable outside of the boss room. -snip-
