Many have been vocal about rerolling anointments but I’ve never seen a topic to discuss HOW the system should work.
Here is my vision on how I would like it to be.
-Create an engaging gameplay loop
Right now the game is about setting off to kill a certain target, kill it as fast as possible and obtain it’s loot, usually it’s dedicated legendary. There is an enormous chance that when the item drops, it doesn’t have the stats/element/fire mode/scope/anointment we wanted, so it’s a long chain of saving, quitting, reloading and killing.
This is what I think would be a more engaging gameplay loop:
-Drop a legendary as close as possible to the one we want
-Complete a trial or a takedown. At the end of it an NPC spawns. It can, for a fee, reroll a single stat of a single item. Trial one can only reroll minor stuff (firing mode, scope…), takedown one can reroll major ones (stats on artifacts/coms, elements on weapons), true takedown ones can reroll anointments.
Of course they do it for a fee…
Trash mobs have a chance to drop green “ingredients” in great amounts
Badasses drop blue ones
Bosses drop epic ones, one per boss
Takedown bosses drop legendary ones, one per boss
Different classes of enemies drop different resources: robots, Maliwan, beasts, COV, guardians… They must be hunted evenly.
Costs are a mixed amount of “ingredients” depending on rarity of weapon.
With this system we would be encouraged to do a mix of activities on different maps. Mobbing, bossing, takedowns… Everything can be put in the mix and made purposeful.