This is a little riff on @DubiousLittleTyp0 's suggestion.
I know most people (me included) were on board with the new essentia idea, but i wanna address the concerns:
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1st- Essence in Boss Drops. I cant say this is a fact, but i’m like 97.3% sure vetex didn’t give them essences because he wanted to make chets items stand up to boss items somewhat
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2nd- Vetex technically vetoed this suggestion because he specifically stated that those new modifiers wouldnt have essence, it was intentional
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3rd- it doesnt solve the main problem which is RNG. It lessens the burden, but you still need to pray for: a good treasure chart; an island, ideally more, that contain the desired modifier; the rare essentia drop.
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4th- it takes away the novelty of dropping a somewhat custom item from a long expedition
My suggestion is rather simple:
Change how treasure charts work
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First, treasure charts now come as “frozen treasure chart”, “sandy treasure chart” etc.
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Then, treasure charts are no longer lost on death as they’re not activated on pickup.
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Now, you gotta activate a treasure chart. In doing so it turns into the current system where if you die you lose it.
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As treasure charts now need to be activated, they should also be tradable.
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Being a “Frozen” treasure chart, for example, means that the last island will be one that can grant you the “frozen” modifier. And its guaranteed that you’ll get at least one item with said modifier.
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At the same time, being a “Frozen” treasure chart, for example, also means that the chart has more chance of taking you to islands that can grant you the frozen modifiar along the journey.
This solves a couple problems:
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it lets you target what kind of modifier you’re hunting for
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it keeps the novelty of randomly generated items
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it creates another market since now you can trade treasure charts
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it avoids creating even more metamancing builds, since with essentias you could just add bonus stats to boss drops which is what i think vetex tried to avoid in the first plac
Well… That’s all folks!