[b]Here's your problem:[/b]
The infusion and masterwork economy as it currently exists (and how it looks to continue to exist), forces your players to focus on a limited set of armor/weapons for upgrading. The system actively deincentivizes exploration and experimentation beyond the familiar. It is precisely the reason that after nearly and entire year, the Ikelos Shotgun has almost never left my secondary slot. If I get materials and new infusion fodder, it goes right into Ikelos. The entire infusion economy is essentially for upgrading 3 weapons in my inventory.
Then you bring along this arc week... Oh cool! A reason to use any of the arc subclasses (which have traditionally been pretty weak). I bet it would be fun to run an arc reckoning at tier 3, but OH LOOK my arc subclass gear has barely made it beyond 600 Power because why would I ever waste resources on upgrading this gear?
[b]So do this:[/b]
- Make Masterworking a weapon/armor a result of using the gear. XP gains add to armor progress, Kills add to Weapon progress.
- Keep Enhancement Cores as part of infusion, but either lower the cost to 1 core per infusion, of raise the amount that players are able to get per bounty.
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