Though I really hate the downgrade system, it’s still better than the breaking your weapon instantly-system.
I didn’t bother upgrading a new 350 weapon yet, but I doubt the new weaponry has a different kind of upgrade system. It’s just bad luck. I never managed to go over +10 without golden avils/diamond anvils, so I invested a lot to make my Skull Smasher overcome at least +16 with the monster tamer event anvils and I managed to do so, that’s enough for me tbh.
There’s no need to make weapons +21 or higher, especially on these unbalanced Classes like Murmillio,Doppelsoeldner,Shadowmancer…
It also feels stupid that IMC has to continue to create more spongy monsters in challenge mode/Hunting Grounds/ET just because of this inbalance, which results in the suffering of the masses who don’t have the ressources to make their equipment +16 or higher.
IMO they should’ve kept 3 gem slots as a limit for all weapon types + subweaponry,too, because man, level 7/8 red gems are way too strong if you can put in 5 of them into a weapon with nearly no downside because monsters don’t hit any harder.
Even running around with level 315 rare gear +6 trans 0 would result in only low amounts of damage by the new level 340-360 monsters, and it became easier and cheaper to upgrade&transcend your gear so you don’t even need a shield, making twohanded weaponry so much stronger now.
All in all it’s more that the whole system is broken, best would be if twohanded weapons would have a lot less potential than 1 handed weapons/subweapons so that you need at least a lot of investment to get more damage through upgrading (because transcending and gemming already yields hilarious results compared to onehanded weaponry), or if they at least balance the system so that having no shield results in a lot more damage,
e.g. like RO2 made their shields reduce incoming damage by up to 25% before defence calculation and have monsters actually deal thousands of damage, resulting in people investing in CON and having to actually use the bonfire system (which is by far not a bad system, it’s really OP but currently useless because you don’t recieve enough damage) to take a break every now and then.
This also makes the combat more realistic and have actual phases (preparation>targeting>attacking>evading>attacking>evading>killing>situation analysis>rest or restart from point 1) where you can’t simply continue to hack monsters until you either run out of HP/SP or drink a potion…