The good old fight for better item acquisition and crafting.
So far all and every meaningful changes offered by players were adamantly rejected, though 2 changes to crafting were implemented:
Major ones - switch 2 perks on Curios and it’s a massive step in a right way. Now all you need is curio with 1 0ut 0f 3 perks or 0.5 out of 3 perks (with perk you need but t3) - to get yourself a good curio.
Slightly more flexible lock that slightly widens potentially God Rolled weapons.
And there was a significant Item Acquisition change that directly affect crafting (In a matter of getting a Blessings into your collection or good weapon base) - Sir Melk started selling not just trash but good things as well.
But in the end we just have slightly better chances of getting what we want - it’s still a casino with very brutal RNG. We might sink amount of materials from few weeks of worth of playing and still got a lot of “bricks” and some semi-decent weapons as result and a lot a Frustration about it.
Like my recent result of crafting a Recon Lasgan. I spent ~10k Plasteel, and got 2 “God Roll candidates” , but i’ve got 0 guns with Blessings (for collection T4 Infernus) i wanted to re-bless those candidates. So those 2 “God roll candidates remained candidates”. At last 107 plasteel i was ready to quit playing again out of Frustration. And only morning gift from Sir Melk selling Recon Lasgan with t4 Infernus saved my continuation of playing Darktide.
And since FS was so adamant on keeping bad system in place. We can only bargain for similar minor improvements - any major ones will be rejected on the spot.
The most valuable minor change will be - “Strip weapon”. Remove all perks and blessings for X amount of dockets/materials so we can roll the dice again and again and again, but on the same god-roll-candidate.
This is probably the last thing I would need to change my review to positive.
I still suspect something has gotta happen. The max cap of 80% modifiers, no reds, them saying they’re going to do something. I can’t imagine they’re going to leave it as is. But at the same time, I just don’t know what they’re thinking of doing to implement it and whether it will be good enough. I would be fine with some iterative and incremental progression (like penances) to unlock reds. Whatever it is. Kill 100,000 enemies, kill 3000 elites and 3000 specials with this weapon type and mark to unlock a “red” variant that you can freely customize (and can’t sell).
Honestly, they should just remove diamantine we’re always looking for that sweet plasteel most of the time anyway.
The diamantine we have now should just be directly converted to plasteel and delete diamantine after.
They might need to keep diamantine around for fluff reasons but who knows?
It’s just vermintide 2’s green dust problem all over again. Except on steroids because we need to roll orders of magnitude more weapons from brunts before we finally get one that Hadron doesn’t brick.
Patch 13 is here and a lot of change has been made.
A lot of Blessing has been buff or rework for some … and other has been nerf.
The trouble is now i have some ancient godroll weapon before patch 13 that isn t effective with the newest patch.
For example this blessing has get heavily buff
where i would like to change Blaze away for pinpointing
Here begin the trouble i didn t make a mistake in my crafting … The game has change and now i am stuck with this …
I understand the reason why there is a lock systeme even if i disapprove but at least Fatshark you could do something for those blessing that YOU have change and impact OUR weapons
YOU don t have to grind to make your weapon we saw in your screenshot that you have infinite resource but it isn t OUR case so when you make those change that impact ALL player you could at least unlock the blessing impacted.
honestly, the locks are in place for their missing progression system. Nothing happens after level 30 other than you unlock the auric board and you need to focus on actually trying to RNG your gear to min max stats. Completely stupid
Would be nice if there were prestige levels/ranks like DRG but rewarding in terms of having a permanent bonus to dockets, plasteel, and diamantine like this:
Prestige 1 (30 levels) - (+2.5% dockets, plasteel & diamatine)
Prestige 2 (60 levels) - (+5% dockets, plasteel & diamatine)
Prestige 3 (90 levels) - (+7.5% dockets, plasteel & diamatine)
Prestige 4 (120 levels) - (+10% dockets, plasteel & diamatine) and so on.
In this case it would make it so the RNG grind wouldn’t be such a pain for people when gaining mats becomes easier.
I have to be honest as an AARPG fan not only do I like the current system, I also read the majority of this post as whining “WAAH, my weapon is only 97% of the best weapon in the game, the game in unplayable.”
If your weapon (a fraction of your power as a player as a whole) having not PERFECT stats ruins your experience of the game then you are not enjoying the right things in the game.
Implementing similar kinds of systems as games with pay2skip grind but not charging money doesn’t make the system good, or even tolerable. It just shows how badly the system is tuned and what a waste of time it is trying to interact with it.
Darktide and VT2 are not AARPGs. AARPGs are vastly different. 97% of the way matters on a one shot rifle with long reloads that doesn’t make a break point and needs a second shot. 1% can make a difference. Especially when others have the 100% variant.
I just want you to realize that EACH of the random nodes in your character tree is worth about the same as that 3% difference. Complaining about it being hard to get that extra 3% weapon upgrade and that the game feels unplayable for it is comparable to complaining the game feels unplayable because you hade to take a small node that was +15 toughness instead of +5% damage. Yes certain weapons suffer badly from breakpoints, this is more of a balance issue than a problem with the crafting system.
If your “One Shot Rifle” isn’t one shotting for the 99% of the players who DON’T have the (very time consuming) godroll on it then it simply needs to be buffed. This game is suffering from noticeable balance issues at the moment, a side effect of changing so many parts of the game all at once.
If you doing 1-3% less damage than you COULD be truly makes the game unplayable for you then just go install a mod that makes you do 3% more damage. Problem solved, right? You and I both know that isn’t a real solution, and in fact would take fun out of the game.
While playing Last Epoch alot of players would ask in global chat some variation of “what’s the most op build, I want to be op.” The player base for this game who’s almost enitre point is chasing power and higher numbers would NEVER give them a straight answer, and would just list builds they are having fun with. Many of them would be told that a shiet build you have fun playing is worth far more than whatever op monstrosity the devs were going to have to nerf next.
So with that I will simply leave you with my favorite ‘non meta’ build, and the best part is it requires NO highroll gear :D. You simply take Ogryn with Rumbler or Kickback, and spam the Special attack with them. Take the nodes for toughness back on multiple and single heavy hit, bleed on heavy hit, and DR per bleeding enemy nearby. Everything else is optional. You can now be the lore-accurate Ogryn beating people with your ranged weapon (hopefully to the confusion of your allies). Forget your pointless balance issues and go enjoy being a dumb ass brute bonking people with your boom-stick. And remember kids, this is a for fun game, not a competitive one.
Until a proper solution is in place, they should reduce plasteel costs to what they were with the re-login bug, it was still not great but was much more palatable
I just want god rolls so I never have to interact with the crafting system ever again. Its very presence as it is actively diminishes my fun.
It isn’t unplayable but it’s an annoyance I’d rather not be in the game. Every time they change the classes or weapon balance or talents you have to go another round of interacting with the itemisation. It is bad, not only in that it is badly tuned and has way too many layers of RNG, because the numbers are relatively low compared to an ARPG, a small number change can make a pretty big difference in how good a weapon feels to use. Fatshark made a horrible system tuned in theory for 1000s of hours, and that means 1000s of hours without getting what you want. Items being capped at 80% is a design blunder that makes everything you get feel less than what it is.
It’s just piles on top of piles of satisfaction reducing metric chasing and retention tricks that suck out the enjoyment of what is otherwise a pretty good game.
They shouldn’t have bothered with crafting. The weapon modifiers mess doesn’t meaningfully change gameplay beyond encouraging people to chase breakpoints and making balancing a mess.
Either crafting should have been entirely deterministic: as in, you PICK the blessings and perks and none of this modifier BS, or it shouldn’t have existed at all, and every weapon is just what it is.