Hello, it’s me. You may know me from such rants as the Back to Bögenhafen thread, Twitch Mode Improvements thread, or the more popular “Can we get rid of +20% health and +33% curse resistance already?” thread. Here’s a link to the reddit thread with the same content.
I feel like this is probably my most important thread out of the bunch that blows the other three out of the water in terms of how important it is to the game. The crafting system is a festering wound at this game’s very core, and our only recourse is to slap on the band-aid known as the “Reroll Improvements mod”. Sadly, our console friends do not have access to this mod, and this, of course, does not address the actual core problems with the crafting: it’s confusing, slow, and random, while also making lower-tier and low power weapons only useful as fodder. I’m going to try and address those main issues here, while acknowledging things that require more thought and I think are up for a lot more discussion like exact trait/property balance, as well as the issue with Veteran items (red items).
Summary of Issues
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The UI of the crafting system itself is confusing and clunky. It has pages that you flip through to do different stuff, you have to hover things with a mouse cursor to check the properties you rerolled, and it’s overall just unpleasant and overwhelming to new players. Whenever a new feature gets added, it just gets added to another page on this hot mess. I’m not a fan from a UX design perspective. Explaining to a new friend that bought the game on a Steam sale “oh okay well go to page 6 and look for the weapon you want to re-roll and right click it…” is a bit tedious. The Weaves’ tempering system is a step in the right direction, I think, because it helps unify and simplify a lot of the information on screen. I’m not going to give many recommendations on UX design itself beyond “hey Weave tempering looks a little better, go in that direction” because I only took one UX design course in college since it was my senior year and it sounded fun. I also took two semesters of bowling in my senior year.
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The crafting system is often unresponsive and slow. Occasionally, it will take several seconds to reroll something. On top of the delay of “hold to confirm crafting” and having to hover and re-select items in batches if you don’t have mods, crafting just starts to feel like a chore whenever you go into the screen. My main hypothesis for why this UI behaves this way is that it’s a built-in slowdown feature to prevent overloading the backend crafting service that you’re talking to on Fatshark’s end, which would explain the long delays in crafting if it’s because of a sudden, random burst of crafting traffic that clogs up the pipes. This also is exacerbated by the next point, which causes large bursts of traffic in crafting:
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The crafting system is random. There have been times where I have literally spent 10 minutes rerolling something to get Attack Speed + Crit Chance + Swift Slaying. That happens less often with the aforementioned rerolling mod, but sometimes you don’t have mods when you’re playing a separate beta client or a large update comes in and breaks all your mods. Even if there were new traits and properties coming out for me to experiment with in a large (much needed) balance pass, I don’t know how I’d feel about rerolling all of my crap. The randomness also sucks because, if there’s a backend service to request a new reroll, I am absolutely hammering it with requests whenever I want to try out a new combination. I don’t know if that scaling issue is what causes crafting to lag sometimes, but that would be my best guess.
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Lower-tier (green and blue) weapons are useless because they do not have a Trait. The difference between a blue and an orange in Vermintide 1 was usually fairly small. You’d usually have one or two traits that you really wanted on the weapon and the third trait was irrelevant. Often, I used blues (or even greens!) on Nightmare and Cataclysm because I didn’t have an orange and the weapon was still workable. This has never been the case for me in Vermintide 2. The difference between a blue and an orange is having +20% attack speed on critical hits, essentially unlimited ammo, health regeneration, damage resistance, 50% more effective potions, or being able to throw 5 bombs in a row to wipe a patrol/boss because you got lucky. It’s insane. A green weapon’s usefulness is pretty much limited to rerolling Attack Speed + Crit Chance on your orange weapons. Also, speaking of orange weapons…
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Orange weapons are basically useless because they’re just reds that waste more of your time. It’s even worse because, once you get to the higher difficulties and you want “the best” gear instead of “good enough” gear, rerolling becomes 10x more tedious if you’re using orange weapons still. Good luck getting +5% crit chance and +5% attack speed on an orange in less than 5 minutes without mods, I don’t see it happening. Also, the other issue with oranges is that they’re not necessarily 300 power, even if they come from a Legend’s Vault or you craft them, which brings up the issue…
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Everything not max power gets abandoned because it is useless. I tell my friends that it’s not worth rerolling their weapons to get good properties until it’s at least 300 power, since the weapon will be scrapped anyway. Find a really cool sword early on? Too bad, you should ditch it because here’s a hammer that has 40 more hero power. Sure, you can upgrade that sword from blue to orange, but if it’s not 300 power it’s still useless. Sorry. I know you’re maybe attached to one of your first orange weapons that you found (and got a Steam achievement + Okri’s challenge completion for getting it!), but it’s time to load up the Grudge-raker and take it out back like Old Yeller. You need the orange dust so that you can reroll Swift Slaying on an actually somewhat decent melee weapon with 300 power. It’s sad. I’ll wager that at least 90% of the playerbase doesn’t even remember what their first orange item was, and I’ll wager that 99% of the playerbase in Champion+ difficulty doesn’t even have their first orange item still. It was definitely scrapped.
TL;DR of the crafting issues - pretty much everything
Suggestions for Fixes
Okay, so anybody can make this thread that says why everything about the crafting system is kinda bad, but that’s not constructive. We need to come up with suggestions on how to improve it. I think they’re on the right track with the introduction of the Weaves’ crafting interface. It’s a better interface, it allows you to directly select things you want, and you upgrade the weapon’s power as you level it. Build on that framework and bring something to the main game.
Also, as an aside, I personally dislike the concept of power as a whole, but that’s a separate issue than crafting itself. For the purposes of this thread, you can assume that item power is still a thing on a 5 to 300 scale, but I don’t think it’s relevant to this discussion. Just assume that a good item rework would allow you to either 1) upgrade the hero power of a weapon, or 2) remove the concept of hero power entirely. It’s not important to this discussion, but I think it’s an important consideration in a different thread.
Add a “slot system” and “mastery” for items like the Weaves’ tempering system
I don’t have many pictures to help pick explain exactly what I’m talking about because somebody, who shall remain unnamed, deleted the beta forum with all the posts and ideas inside to use as reference. Also, obviously, Winds of Magic is over so I can’t access the beta client to show off many screens of the crafting UI. Here’s a picture from Fatshark’s official stream.
Essentially, you have a certain number of “Mastery” points to spend to fill up your 10 slots for properties and 1 central slot for a trait. As you add more points to a specific property, it causes the price to go up. So, in this picture, +0.5 Stamina costs 30 Mastery points because he already spent two slots on Stamina.
The system in the Weaves is a little silly because the amount of Mastery you have on a weapon is directly tied to its Power, seen at the bottom left (yes, it’s 480, the scale isn’t 5-300 for some reason). On top of that, the availability of more slots is directly tied to Level as well. Instead, I would suggest this…
Make weapons of increasing rarity have more Mastery points and slots
So, the breakdown I’d imagine it would be something like:
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Oranges: 400 Mastery Points + Trait Slot + 12 Property slots
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Blues: 320 Mastery Points + Trait Slot + 10 Property slots
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Greens: 240 Mastery Points + Trait Slot + 8 Property slots
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Whites: 200 Mastery Points + Trait Slot + 6 Property slots
From there, the players can choose to prioritize what they want in a weapon from their slots. If Swift Slaying costs 100 points and 5% crit chance/attack speed each cost 150 points, you’re using up 400 points on an orange but you still have 2 unused slots.
On a blue, you don’t have enough points to get all three: would you sacrifice crit chance or attack speed to keep Swift Slaying? For a white, hey, you have enough to get Swift Slaying + 2% crit chance and some other property of your choice. Not bad. You’d still want to upgrade and get the next tier of weapon, but that’s workable for sure.
Obviously, numbers are irrelevant and would need to be tweaked to actually make sense within the system. I just based the numbers off the actual cost in the beta to roll the combos we have now, while adding some extra slots to open up options of customization.
Add more variable cost to assigning Mastery Points
In the beta, on the trinket-equivalent slots on the thing called the Amulet of Ashur, there is a single thing out of all the properties that I could see where the cost to maximize that property was not 150 points and 5 slots. It was +5% movement speed. Rather than going up to 5 in 1% increments each costing 10, 20, 30, 40, and 50 Mastery points, it was simply 5% movement speed for 50 Mastery.
Again, I can’t dig around to find that stuff because someone deleted the beta forum and someone doesn’t have an open beta still running. Again, not pointing any fingers. Here’s a picture showing that screen which is way too cluttered because it crams talents + necklace + charm + traits on one screen. Still, it’s kinda cool.
For a lot of the crappier properties and traits that we have, we agree that they’re not useful on the same level as +5% Attack Speed, +5% Crit Chance, Swift Slaying, Scrounger, +20% health, or +33% curse resistance (cough cough look at that thread again).
If we don’t want to balance by tweaking the percentages of properties themselves, could we just ask “how cheap does it have to be for you to take it over attack speed?”
Would you take Power vs Berserkers/Monsters if they were 10% for 2 increments of 5% at a cost of, say, 25 + 50 points? So, 75 points total and half the cost of 5% attack speed. You could take both instead of attack speed, even, if you have the slots available. My answer is definitely maybe?
Would you take 5% movement speed if it only cost 50 points and 1 slot? So you’d be sacrificing 1% crit chance to take movement speed on your trinket (like in the beta).
Would you take 10% damage resistance vs Skaven/Chaos/AoE if they cost about the same all together as taking +20% health? Because, right now, if you had all three, it’s only kinda better than taking +20% health lol.
Would Curse Resistance be less annoying if it only was 1 slot for 50 points like movement speed, so you had flexibility to take other stuff still? It’s still annoyingly overpowered and I hate it, but still. Look at the other thread for that rant, not here.
Let’s look at the Trait screen for melee weapons again:
Everything there costs 100 Mastery. No offense, but I think you’re probably a moron if you take Opportunist or Heroic Intervention for 100 points, instead of Swift Slaying or at least Parry. No offense.
How cheap would things have to be for you to consider taking stuff besides the bread and butter? What if Swift Slaying was 120 points and Opportunist was 60? What about Inspirational Shot? What if you didn’t have to take Opportunist or Heroic Intervention instead of Swift Slaying? What if we moved some Traits down in rank…
Get rid of the word “Properties” and say that we have a “Primary/Master Trait” and “Secondary Traits”
If you google the definition of the word “trait”, you will see that among its synonyms is the word “property”.
My theory, when Fatshark was creating this new crafting/item system is that they wanted to distinguish boring ol’ percentage point properties from the fun, sexy thing called traits carried over from the first game. That’s why there’s this stronger delineation between blues and oranges between this game and the first. Oranges have a trait, while blues only have properties. In Vermintide 1, blues had 2 properties while oranges had 3. There wasn’t too much difference.
Part of the reason for this was so a lot of these traits could move to talents and class perks. The other reason was to probably curtail some of the overpowered combinations of traits like Killing Blow + Bloodlust. V1 kinda handled this issue by making it so you couldn’t get certain combinations of traits like Bloodlust + Regrowth + Killing Blow all on one weapon.
We can kind of do a similar approach here, where we demote some of our traits that we have now so that you would choose to take them instead of attack speed/crit chance, rather than competing with Swift Slaying. At the same time, we can add some new traits (either original ideas or bring back some classics from V1) to make up for the deficit.
Examples of Master/Primary Traits:
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Berserking: Killing an enemy with a critical hit increases attack speed by 20% for 5 seconds and reduces damage taken by 20%. Effect can only trigger once every 4 seconds.
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Swift Slaying (classic rework): Critical hits increase attack speed by 20% and movement speed by 10% for 5 seconds. Effect can only trigger once every 4 seconds.
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Scavenger (melee weapon): Critical hits replenish 5% ammunition for your ranged weapon. Effect can only trigger once every 4 seconds.
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Resourceful Combatant/Sharpshooter: Melee/ranged critical hits reduce the cooldown of your Career Skill by 2-10%, based on damage dealt. Effect can only trigger once every 4 seconds. (ie: slight rework so that a critical sword.exe headshot with a strength potion returns more than doing the weapon butt with a shotgun)
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Haste (ranged weapons): Critical hits increase your attack speed by 20% for 5 seconds. Ammunition is not consumed while the effect is active. Effect can only trigger once every 4 seconds.
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Hawk Eye (ranged weapons): Increases headshot multiplier of weapon, but reduces crit power by 20%
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Hunter: Critical hits increase attack power by 25% against targets with the same armor class for 10 seconds (not “a short time,” be more descriptive, Fatshark, c’mon now that’s pathetic).
Examples of Secondary Traits:
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Thermal Equalizer: Weapon generates X% less overheat. If you could slot it multiple times, maybe you could do 10% for 50 points and another 10% for 60, so a total of 110. It’s kind of boring as a “trait” right now and feels more in line with what properties currently offer.
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Inspirational Shot: Headshots restore X stamina to nearby allies. Maybe it’s in increments of 0.5 for 10, 20, 30, 40 points for a maximum of 2 stamina. I have honestly no idea how this trait currently works because it’s so damn useless lol.
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Boon of Shallya: Increases effectiveness of healing on you by X%. Maybe you’re taking it in increments of 5% at 10, 20, 30, 40, 50 points.
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Proxy: Consuming a potion spreads the effect with the closest X allies within 10 meters. Reduces potion duration by Y%. Maybe you can do 1 slot of Proxy to share with 1 ally -10%, 2 allies with -20%, and 3 allies with -30%. Maybe this costs 50, 60, 70 to become the designated potion chugger as a Ranger Veteran, so you’re giving up a lot of potential breakpoints on your charm.
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Heal Share: Using a healing item on yourself heals the closest X allies within 10 meters for 20%. Reduces effectiveness of healing on you by Y%. Again, like Proxy. Rather than just taking heal share as a talent to flat-out sacrifice temp HP, maybe you’re taking it like a trait to sacrifice breakpoints and also your health generation from temp HP. Probably overpowered, but it’s an idea to make more people run healshare because everyone runs temp HP right now, jeez.
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Explosive Ordinance: Increases grenade explosion radius by X%. Reduces grenade friendly fire damage by Y%. This sucks and no one picks it instead of Grenadier or Shrapnel. Make it 25%/50% for 1 slot @ 25 Mastery and 50%/100% for 2 slots @ 50 Mastery total. Simple. Would stack well with either Grenadier or Shrapnel as the primary trait, or you could forego one of those two entirely to get more buffs on your trinket.
Obviously this is not a comprehensive list and many things should be changed about it. The difference is that I came up with all of this one day while I was sipping my coffee, and, honestly, it strikes me better than anything Fatshark has come up with in a year and a half to balance traits. Maybe that’s just my ego talking.
The Veteran weapon issue (reds)
So, where do reds fit in this new system? I don’t know. That’s a tough one. I could see it going one of many ways…
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Reds become prettier versions of oranges. Just make them have the same stats, but they look cooler. Maybe compensate people somehow who have crafted reds (aka own reds without corresponding illusions) with some extra red dust, and then allow red dust to be used in some meaningful way to craft cosmetic items in the Lohner’s Emporium update.
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Reds get some locked, special traits/properties like in the first game where certain combos were only possible with reds.
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Reds get more Mastery or slots than oranges. I don’t like this idea, but it’s on the table. As long as oranges get all the stuff that a red can do in the current live version, I don’t see much issue other than introducing more power creep.
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Reds don’t cost anything to recraft traits on. Currently, reds are a way to save time in the long run by not being tedious to re-roll. Instead, we could make them save crafting material by not costing anything to repick properties in this new system.
Anyway, that’s it. Let me hit you with the TL;DR for you lazy people:
TL;DR
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The crafting system is stupid, replace it with something more like the Weaves where you pick all the stuff you want directly.
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Whites/Greens/Blues not having Traits is stupid because they become junk automatically compared to oranges.
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You should be able to upgrade the power of your gear like in the Weaves, or hero power should be thrown out because it’s a terrible concept that arbitrarily gates content behind a grind.
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Properties are stupid because “property” is a synonym for “trait” and it sounds stupid. It should be “Primary/Master Trait” that is on-par with Swift Slaying and “Secondary Traits” that are just the simple breakpoint boosts or dumb bonuses like heroic intervention or inspirational shot.
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If you’re going to critique my idea, bear in mind that I literally came up with all of this in one single morning as an idea expanding on my other thread about +20% health and +33% curse resistance. Is it good? Maybe, but I’m not an entire studio full of people working full-time around the clock on this game for the past year and a half. These ideas are free, even though my hourly rate for ideas at my own work is very much not free. The ideas are here: take them, critique them, and improve on them.
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Discuss