@Devs:
My very lastest last post on the topic then I'm going to leave it:
Basically, there is currently *one* way to relocker items. Which is to play until you get that item. Currently you can either go for the Silver Challenge, which is usually a bit of a bitch but guarantees the item, or take a goblin tinker around an easy dungeon with the appropriate items prep (and it's often hard to know which category an item falls in) until you happen to find it.
Having some sort of permabuy + costly relocker solution would at least give you two ways (one: gold expenditure, which is an in-game resource and which you can get by playing the game the way *you* want to (flaming, bet on boss, low prep runs, PQI, quest completion, whatever), two: time expenditure, which is an out-of-game resource and which you have to play the game a specific way to do) of getting a few items back. If you make the cost of getting it stacking or doubling so it'd be easy to get 2-3 items but harder and require some bank upgrades to go up to 5-6, you'd also have a *more* unique late-game kingdom state than players currently have.
I doubt that anyone who's played enough of the game to think 'it'd be interesting to do X with X character and X item' hasn't been a bit frustrated by the fact you just need to rinse-repeat a prescribed basic task to get an item.
I don't really agree with your theories about how players value locker items. I don't agree about the slippery slope stuff either - I think it's more that the current replay-until-you-find-it system is not a thing anyone on the forums finds fun than that we want some no-energy auto-find button for everything. I don't really know how it generalises to most people playing it.
Appreciate you guys are prolly sick of it - just giving honest feedback and explaining it. And normally I'm the guy who objects to any change
you guys are awesome and keep up the good work