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COMMUNITY FEEDBACK · COREPUNK

Crafting RNG & Hardcore

How to keep a game that lasts — without turning it into a chore.

First things first: we get the intent

The low drop rate is there to slow progression so players don't blast through content. Fair goal. The problem: it doesn't make the game slower, it just makes it more tedious. Slowing down ≠ making it a chore.

1

The core issue: we farm, we don't play

~10 h
for one full build (6 artifacts + 2 weapons) — two whole evenings, spent on random rerolls, not gameplay.

🎲 A lottery, not a craft

Reforge rerolls secondary stats at random. You reroll again and again. The system is deep — it's the pure-chance part that makes it a time sink.

🎮
The content is good — it just lacks a reason to come back. Example: the deathmatch is super fun… but you get nothing worthwhile at the end. You play for the fun of the moment, but no reward makes you want to return.
2

Why it kills Hardcore (the heart of it)

The best mode in the game

HC full-loot is adrenaline on every fight. For many players, the only mode truly worth it.

💀 …that no one dares play

Dying = ~10h of recrafting before you're back. The "death → revenge" loop is broken: you can't compete on the spot. The mode empties out.

"I don't get why an endgame player has to remake an item he's ALREADY made."
3

Three concrete solutions

🎯

Targeted roll

RNG AP / RNG SP / normal roll buttons. Keep the gamble as an option, but stop wasting hours on useless stats.

Zero regression
📐

Build Plans tab + Recraft

Save a build, recraft it identically (same stats & talents) for a fixed, known cost.

e.g. 200 reforge · 400 basket · mats
🧹

Clean loot tables

Loot table too big in PI PvE / normal PvP → essential mats drop too rarely. + no more T1/T2 plans in endgame.

Nearly free to ship
🧹
Priority — the loot table in PIs (PvE & normal PvP). It's too big: the components essential to crafting get drowned out and drop far too rarely. Yet that's exactly the loot you need to gear up… and finally go into HC to fight. Tightening it = mechanically better odds of getting what you need to progress.
💡 Keep in mind: this is just an idea. The prices (200 reforge, 400 basket…) are only examples — the final balance is entirely up to you. The goal of this tab isn't to make the game easier, but more accessible, so we can enjoy the content more.
Build Plans + Recraft tab mockup
Concept mockup — new "Build Plans" tab & identical recraft (Corepunk style, in-game icons).
4

Healthy for the game & already in your plans

It doesn't make the game easier. It removes the chore of redoing work already done, not the difficulty. Costs stay real sinks → economy preserved. And it unlocks the highest-value content: Hardcore.
🗺️
Already on your roadmap. Loot/craft rebalance, secondary-stat reforge and HC full-loot are planned. Key point: crafting RNG and HC viability are directly linked. HC full-loot on this crafting system would be dead on arrival.

⚡ TL;DR

ProblemCrafting leans too hard on RNG → we farm instead of play, a build costs ~10h.
ImpactHardcore — the best mode — is abandoned: re-gearing is too long, revenge impossible.
Fix 1Targeted roll (RNG AP/SP/normal) — cut useless RNG without removing the gamble.
Fix 2Plans + identical recraft for a fixed cost — don't remake an item you've mastered.
Fix 3Clean loot tables — no T1/T2 plans in endgame → more useful loot at equal rate.
SafeguardReal costs kept → the economy isn't broken.
NoteThese are just ideas — prices & balance are up to the devs. Goal: make the game more accessible.

The game has huge potential — it just needs this one dial so we spend our time playing, not re-farming what we've already done. 🙏