A few thoughts about the enhancement cores and the infusion economy as a whole.
It appears to me that the issue with the infusion/masterwork economy, is the discrepancy or lack thereof between weapon types in each slot. I propose that the economy is tuned to better reflects the intentions regarding the infusion of weapons and armor for the purposes of power level.
My proposal would be a solution that would be solidly in the middle of the road between removal and having cores remain.
For weapon infusion, to infuse a weapon the costs would be as follows:
If the weapon is a duplicate item: costs would be the same as current, glimmer only
If the weapon is the same weapon type and archetype: cost would change to glimmer and legendary shards
If the weapon is only the same weapon type: cost would change to glimmer, legendary shards, and planetary materials.
If the weapon only resides in the same inventory slot (kinetic, energy, heavy): cost remains same as current glimmer, shards, materials, and cores.
Cost for infusing exotics into legendaries remains the same.
Armor would follow a similar scheme.
(I can detail this if a need arises)
Based on what I can tell from the outside looking in is:
the infusion system isn’t broken it just requires some tuning to reflect that infusion of one weapon into another becomes more costly and difficult as the differences grow between the two weapons or armor pieces.
The system is already able to recognize certain parameters to prompt alternative costs for infusion of weapons and armor at this time, if this could be expanded I think this would give both depth and equity to the infusion process for the players.
In addition this would put infusion for power in a “lower tier” in terms of use of materials. This change would still utilize masterwork cores but would shift focus back to the masterwork system as a whole rather than just cores as infusion fodder.
This again represents a compromise between the two sides of the Infusion topic, but I think ultimately this would be a great solution.
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