Posted May 09, 2025
This has been raised previously, but there seems to be a balance issue with the strength of crafted items, compared to those found in-game. While it is reasonable, given the difficulty in finding schematics etc, for crafted items to be superior, they seem - routinely - to outclass found items two categories higher. As an example, I include a screenshot comparing a found Epic rife compared to a crafted Rare one. The crafted item is significantly superior in all respects (range, damage, ammo) despite the lower quality rating, and has a lower value also.
Crafted items have 3 benefits:
* ability to select specific details (weapon type, skill level);
* ability to "re-roll" initial statistics;
* ability to improve via Finishing Points.
The first part makes sense and should remain. The second part could be restricted (limit number of re-rolls or have each one consume a resource) but this would probably be counter-productive. The third is where I suggest an adjustment could be considered. While there are cases where the number of Finishing Points allocated is limited (most often to 5), there are several where no limit applies (with Nanos, I have one providing +12 Agility and +35 Dexterity). In these cases, an escalating cost (e.g. 1 FP per improvement for the first 3 steps, 2FP for the next 3, 3FP for the 3 after) could provide a way to tone-down crafted items.
Crafted items have 3 benefits:
* ability to select specific details (weapon type, skill level);
* ability to "re-roll" initial statistics;
* ability to improve via Finishing Points.
The first part makes sense and should remain. The second part could be restricted (limit number of re-rolls or have each one consume a resource) but this would probably be counter-productive. The third is where I suggest an adjustment could be considered. While there are cases where the number of Finishing Points allocated is limited (most often to 5), there are several where no limit applies (with Nanos, I have one providing +12 Agility and +35 Dexterity). In these cases, an escalating cost (e.g. 1 FP per improvement for the first 3 steps, 2FP for the next 3, 3FP for the 3 after) could provide a way to tone-down crafted items.