ToS seems like it doesn’t have clear direction with its upgrade systems. A lot of them are somewhat redundant, extremely expensive, and mostly based in RNG.
Like, why do vaivoras exist at all and why do they have to be a low world drop instead of just rebalancing classes through their attributes? You introduce Arts (but not a useful one for everyone), then Vaivoras which are basically just Arts ichors that only benefit certain classes, making the balancing even worse. If you have to introduce a vaivora for every class to balance it now, why not just make them Arts/attributes in the first place?
I played another F2P KRMMORPG called Mabinogi for several years. The weapon upgrading system had some RNG too, most of the good weapons had to be crafted or were rare drops. Weapons had durability that decreased when used, but could be permanently lost through failing repairs/enchants (like potential). Weapons could have 2 enchants, but the higher the level the enchant, there was a chance of destroying the weapon permanently. Weapons could then be “special upgraded” to 7, which had a chance of failing at each level like anviling and would set you back if they failed, and would break the weapon from 5-7.
The difference is you could protect your gear from being destroyed with cash shop/event items for each of these upgrade systems. ToS doesn’t have anything like that, but still demands you gamble at every step and much more often.
Not only can you not insure your gear, your character’s power is tied to it. In Mabinogi you could get strong enough where you could do any content with any weapon because your base stats determined most of your scaling. In ToS if your weapon is gimped, you are gimped.
I understand the Devs get to make Dev decisions, as almost anyone does, but that doesn’t mean these decisions are above criticism.
Having to grind for an end game weapon wouldn’t be that bad if it wasn’t guaranteed to not be useful with the next patch and the grind for the new gear is completely uphill.