This is a reply I made in another thread. Feel like its an easier to implement option and still retains what I think is the design goal.
I'm gonna argue that the current system is built as a long-term form of progression. In short, it looks intentional that you're not gonna be in Stonewood or Plankerton and getting weapon perks to 5/5 on a common basis. More incentive to move forward and such, and another way for even your legendary schematics to grow beyond just their level.
That doesn't quite work though, since players tend to play at the higher levels available to them. Why not? That's the only relevant content. But this system goes against that grain by encouraging us to play down-stream. So I've got a simple fix for this.
Easy Solution: PERK-UP changed so that it can be used to upgrade perks to ANY level below its rarity.
- Blue Perk-UP – can increase perk quality from grey to blue.
- Purple Perk-UP – can increase perk quality from grey to purple.
- Orange Perk-UP – can increase perk quality from grey to orange.
Upgrades to a perk quality that is LOWER than the Perk-UP would take less PERK-UP. So if perk level 4 to 5 was 150 Legendary Perk-UP, perk level 1 to 2 might be 25 Legendary Perk-UP. 2 to 3 might be 50, etc…
We also wouldn't need a choice when upgrading Perks, simply use the lowest rank Perk-UP that can be used and that we have enough of. If you have a scenario where you have enough Purple Perk-Up and enough Orange Perk-Up, the best use case is always going to be to burn the lower quality ingredient (providing the numbers are tuned for using Perk-Up on a lower-quality upgrade).
© Post "An easy fix for Perk-Up so high PL players don’t have to play low PL content." for game Fortnite.
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