QUOTE(Kinights @ Jun 6 2018, 20:39)

Okay then, instead of begging for stuff, here's a concept idea for somehting that should be a decend new game content for endgame players and also a good money sink.
Boss Weapons|Armor
Instead of adding a new category to equipment, like Uniques, Epics, or Mythical stuff, this could extend the equipment progression for already existing items.
For simplicity, the types of boss equipment could be separated into 3 Tiers: Orange, Red and Purple.
Read this post for complete explanation.
I'd like to give and additional suggestion to this idea.
Besides increasing the equipment stats, new tiers could also unlock additional IW potency slots, as such:
-Orange(Boss Equip): 1 additional potency
-Red (SG Equip???): 2 additional potencies
-Pupler (God/Divine/Deity Equip???): 3 additional potencies
This is because I read recently that temboro seems to not be satisfied with the current IW system, so in the case it gets just a simple adjustment to potencies, a way that could open some further progress using IW would be great, besides increasing the value of Peerless equipment more, as of now it's simple a perfect legendary, which doesn't matter much, as most gears have just a few most important stats, if not only one(ADB, EDB, etc...), while the others are mostly secondary or completely non-important things.
Besides, who wouldn't want a chance to get equipment such as Penetrator5, Spellweaver5 and Archmage5, or Butcher5, Fatality5 and Overpower5? It would also be somewhat easier to get armor with Jug5 and Cap5, considering the number of different potencies remains at 3. (IMG:[
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Additionally...
Suggestion for NEW MELEE IW POTENCY!!!So, any melee users jealous of mages having 5 weapon potencies while melees have only 4?
Maybe not, because it's easier to get But+Fat... HOWEVER!!!
Considering mages have economizer, which exists in order to conserve mana, it's somewhat understandable that melee doesn't have one, as it doesn't use any resources...
BUT IT ACTUALLY DOES!!!
To be effective in battle, melee needs overcharge to use spirit stance and/or Orbital Friendship Cannon, so here's the suggestion.
New melee potency: Overcharge
-grants 1% overcharge with each successful hit
ResultsCurrently 1H is the most viable melee playstyle because of clearspeed using OFC, besides the safety given, making PFUDOR runs a piece of cake, while DW, 2H and Niten can struggle even in lower difficulties if not micromanaging everything properly.
Considering the new potency, here's the improvements to these less viable playstyles:
1HHaving a weapon with Overcharge5 would probably make the style even more broken, maybe not running out of spirit stance even while using OFC.
DWHaving a single weapon with Overcharge 5, probably the main weapon, would grant 5% OC with each hit, which would probably give an easier time to keep up spirit stance and use the fighting style skills.
With the two weapons having Overcharge 5 and considering 100% chance of Offhand Strike, every successful hit would grant 10% OC, giving the player an even easier time handling spirit stance and the use of skills.
2HIn my opinion the fighting style that depends the most on spirit stance to shine, but doesn't have a viable source to keep it up properly.
With a weapon having Overcharge 5, a successful Domino Strike hitting 7 enemies would grant 35% OC, and while this percentage would vary with every turn, it should be more than enough to give the player more comfort in mantaining spirit stance, using skills and etc.
NitenLike with 2H, in a turn having Domino Strike hitting 5 enemies, the player would get 25% OC.
Adding the offhand strike would give a total of 30% possible OC gain per turn, thus also giving the style a proper chance to shine while using spirit stance.
Final ThoughtsWhile the melee playstyles have their quirks and differences to balance them, like 1H being most viable because of the block, letting go of evade chance and surviving with the tough defences of heavy armor, and 2H, DW and Niten being tied better with leather armor to depend on the evade chance, the current way that OC gains work make 1H the most viable playstyle considering its survivability and clearspeed.
Other than my previously long post suggesting changes to each fighting style, I believe this simple IW potency addition could already change the way they work immensely, thus giving players that enjoy a certain fighting style the chance to play them in higher difficulties/levels, without lagging behind other playstyles, which have a much easier time due to the way the work.