My new hot take with this game is the blueprint system seriously needs a review. I am at 100hrs in the game and I'm doing runs of raider caches, bags, grenade tubes, and security lockers and I have never seen a wolfpack blueprint. Wolfpacks trivialize a number of the 'mini bosses' like the bastion, leaper, rocketeer etc. I am lucky enough that I get a steady supply of them from popping security lockers, but for people that aren't blessed enough by the RNG gods or want to build something other than a full push into the security breach talent, they're doing a lot of the fights with quite a bit more difficulty. I am not saying they're hard per se, but it really makes me look at their ideas of game balance. Simply, its not.
They need to consider a system that lets people with shit RNG eventually overcome that. Either by selling a limited number of wolfpacks per day at the vendor for instance, having an exchange system where trading enough BPs eventually leads to you being able to pick up others, or instituting some form of player trading and market. This is especially important if they are going to be releasing more boss content combined with pushing regular resets via the expeditions. Which, brings me to the question regarding expeditions? I assume we're going to have to redo all the quests again, cause how else are we going to acquire the blueprints tied to quest rewards? Far as I can tell, that is another question that lies unanswered.
Lastly, the reason I use the Wolfpack grenade as an example is it has no pvp utility. It only targets ARCs. So why gate keep it instead of making it available similar to the Hull Breaker?
I am having fun with this game and its scratching the itch that The Cycle:Frontier left when it went EOS, I've gotten my money out of it and then some. But the farther I get peeking under the hood the more concerned I am for the games longevity.