Linear Item Upgrade System Proposal

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lordjaponas

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Hi everyone,

I have an idea for a new item upgrade system that could bring more depth and strategic decision-making to builds.

Concept​

What if all items followed a linear upgrade path, meaning they would progress step by step through predefined levels?

  • Every item would upgrade in a straight line: Level 1 → Level 2 → Level 3 → Level 4.
  • Flexible upgrading: Players could purchase higher-level items directly if they have enough Souls, but must pay for previous levels as well.
  • Build planning: Each character setup would consist of 16 items, and players would need to carefully prioritize upgrades.
  • More items overall: To support this system, the game would need a larger pool of available items.

Example Item:​

  • Level 1: Remains unchanged.
  • Level 2 – Normal Magazine: Costs 1,250 Souls; improved stats.
  • Level 3 – Advanced Magazine: Costs 3,000 Souls; even better stats, possibly an added effect.
  • Level 4 – Ultimate Magazine: Costs 6,000 Souls; significantly stronger stats, potentially an active ability for a power spike.

Why This Could Work​

A structured progression system could improve balancing while giving players clearer choices about how to build their characters. The cost scaling and upgrade decisions would be crucial in shaping unique playstyles.

Of course, careful balancing of numbers would be key, just like it is now.

What do you think? Would this system enhance item progression and customization in Deadlock?


This version improves readability, flow, and persuasion while keeping your core idea intact. Let me know if you want to tweak anything further!
 
This would remove any nuance in the item system and make it all linear removing the need for flex slots. In NP, the item system was alot like this afaik, with some vestigial items remaining in the game still. Theres a good reason they changed it tho. This would be boring and make the game a farmfest
 
This would remove any nuance in the item system and make it all linear removing the need for flex slots. In NP, the item system was alot like this afaik, with some vestigial items remaining in the game still. Theres a good reason they changed it tho. This would be boring and make the game a farmfest
I'm sorry but:

1. How does this remove any nuance? You still have to make the same choices of where you spend your souls and when.
2. How does this affect how much anyone is going to farm in regards to "making the game a farmfest"? I'm sure that is balanced out by how kills/deaths/objectives/jungle creeps are valued and not by how the item system looks.
 
I'm sorry but:

1. How does this remove any nuance? You still have to make the same choices of where you spend your souls and when.
2. How does this affect how much anyone is going to farm in regards to "making the game a farmfest"? I'm sure that is balanced out by how kills/deaths/objectives/jungle creeps are valued and not by how the item system looks.
Becuase it makes all items scale linearly, thats why. As it stands, you need to choose your items wisely as to not use up too many flex slots. By making all item upgrade in a linear, you are removing the need for flex slots. Why coordinate pushes at specific times for a flex slot when you can just farm? As i said, items USED to be like this, there is good reason why its no longer the case.
 
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