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Void Keys: Endless Relics


Pizzarugi

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I kinda miss the old days of Void Keys, specifically how you could use them in endless missions to farm prime parts multiple times with one key. I think it can still have a place in the current system.

Here's the idea:
1. They are now called "Relic Keys".
2. Relic Keys can only be found as a rare, secondary reward while running any normal fissure missions. They don't interfere with the reward table of neither the Relics nor the regular mission, similar to Requiem Relics from Kuva Siphons/Floods and Lich missions.
3. The reasoning behind this could be that they were an experimental device created by the Orokin before their demise, where instead of single items being stored in a container that is destroyed upon opening, it opens a portal to a cache of them.
4. Keys can only be used in endless fissure missions.
5 Keys can't be upgraded normally. They upgrade to a higher tier every 4 rounds in sync with the stacking endless boosters. Intact is rounds 1-4, Exceptional is 5-8, Flawless is 9-12, Radiant is 13+. This is to encourage longer runs.
6. Once you select a Key, you're locked in until you extract. If you're not in a wave-based mission, the game won't pause and will immediately begin the next round (the exception to this is if the Key user is teamed up with players using Relics).
7. This can be justified in that they are unstable once charged with void energy. While their design gives them seemingly endless capacity to store this power, it requires a constant supply or else it becomes inert. A flaw in the experimental design the Orokin couldn't fix in time.
8. Keys can be traded.
9 There is a Key for every Relic type across all eras, including Requiem. The Key you get is based on the Relic you opened.
10. The reasoning behind this could be that due to the experimental nature of the devices, the Orokin weren't able to improve their design, leaving the current iteration tied to one specific cache per Key.

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Updated the OP with new details:

Quote

1. They are now called "Relic Keys".
...
3. The reasoning behind this could be that they were an experimental device created by the Orokin before their demise, where instead of single items being stored in a container that is destroyed upon opening, it opens a portal to a cache of them.
...
7. This can be justified in that they are unstable once charged with void energy. While their design gives them seemingly endless capacity to store this power, it requires a constant supply or else it becomes inert. A flaw in the experimental design the Orokin couldn't fix in time.
...
10. The reasoning behind this could be that due to the experimental nature of the devices, the Orokin weren't able to improve their design, leaving the current iteration tied to one specific cache per Key.

 

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