Let me start by saying you have made an overall good post here, BUT you have COMPLETELY missed the point of this thread.
This IS similar to VT2. FS did NOT want to make the SAME game with a different skin, they wanted it to feel different but in the same genre, and feel they achieved that. FS ran into severe budget issues and had to launch before they were ready, they admitted this. If you played VT2 when it launched you know FULL WELL that is was NO WHERE near the quality it is today. It is not remotely fair to compare VT2 that has had 5 more years of development as an apples to apples comparison to Darktide. Still compare them, still ask for FS to do better with Darktide (they need to), just understand they are not the same.
At no point did I say the loot acquisition system in Darktide was good, this is a post about #BreakTheLocks, the loot itself and the modification thereof. I have played VT2 (only about 150 hrs, so I’m not a true veteran.) The Emperor’s Favor currently works in a SIMILAR way, doing harder missions does get you better rarity gear, with Auric missions almost guaranteeing you a gold/Transcendant weapon, and yes there are some issues with this. The biggest one is that a 380 white/profane weapon is worth FAR more than a 480 Transcendant weapon, and the game should reflect this better.
The 3% is not in the dropped loot, the dropped loot is currently shiet, I’ll admit that, BUT getting at least GOOD loot is very easy using Brunt’s Armory. The 97% power is that ALMOST perfect weapon most veteran players will end up with because getting the 100% what you want is genuinely hard; I honestly prefer this as it helps loot feel more valuable. The vast majority of loot you get in Vermintide is just as useless. You know as well as I do that you just break almost everything down, which brings us to the next point:
This is a great point. While the Emperor’s Gifts RARELY gives me a weapon worth keeping they usually just end up being crating materials (dockets are just a crafting material.) The difference between a blue and orange drop in VT2 feels valuable, not at all in Darktide. This is a problem with the crafting materials system, NOT the drop system. Simply make your gold/Transcendant weapons break down into things like diamantine and plasteel and reduce the mission pickups for them. Boom, your trash gold loot now has more value and feels better to get and breakdown. As for now you get more of the crafting materials for higher level missions because they spawn more crafting loot, but you do so much looting you don’t even pay attention to the plasteel/diamantine number go up most of the time. More discussion here needed, in a different thread.
Brunt’s. Armory. Upgrade at Hadron. Boom, item crafted #PraiseTheOmnisiah
You can get a decent 360-370 weapon, upgrade it to Transcendant, and use your locks just fine using your crafting materials just like in VT2. NOW, the crafting interface is CLUNKY and DOES need some streamlining, but that doesn’t make it a bad system.
VT2 was HEAVILY focused on melee combat, the goal of Darktide was to incorporate more ranged combat and they stated this very early on. It’s ok to like VT2 more, Darktide is a SIMILAR but different game and I think the melee combat feels great in the altered combat format in Darktide. Melee classes are my favorite with Ogryn and Zealot being my first two classes to 30. I feel Darktide’s melee system has so much more depth and skill ceiling that VT2 and though I don’t have the words for it I can agree the melee itself doesn’t feel as good as VT2.
It really does not. Put a noob player with impossible to get 500 triple perk triple blessing gear vs an AVERAGE veteran (300+ hrs) with 360 profane gear and the veteran will outperform every time. This is a very skill based game especially in Auric. If you honestly think that you would notice if a random player in one of your lobbies had a cheat installed that made them do 3% more damage you are delusional.
You CLEARLY did not read all my posts before making up the kind of person I am to fit your argument. I literally told people in one of my posts one of my favorite builds it to play Ogryn and just use the Rumbler/Kickback as your melee weapon. I spent ten hours this week trying to get a melee psyker build focused around the Blazing Spirit blessing to work well in Auric missions. The value of class balance and build variety was never an argument in this thread yet here you are arguing about it.
To start with you quoted “.” at the start of your post and haven’t edited it out. You have posted a completely off topic post in a specific thread. (Note: I still think your post has value this should have been it’s own thread) You are clearly a newcomer to forums and don’t know how they work and you should inform yourself.
More importantly the point of this comment has flown so far over you head I seem to need to rent an airplane and spell it out in the sky for you. Of COURSE I know this mod doesn’t exist. It SHOULDN’T exist. The point of this is to make a player think about installing that mod, that they DON’T want to. That it actually makes the game less fun, and that that the 3% extra damage of the 95% compared to the super rare 100% gear (that this thread is actually about) has almost no relevance to how you play and experience the game.
You know what loot feel TRULY worthless to me? Loot that I don’t even want on my screen and is more of an annoyance than anything else? ALL and I mean ALL loot when I have “perfect” gear. If I can click four buttons and have ANY piece of gear I want what is even the point of giving me loot?
The #BreakTheLocks argument is about how easy it is to get top tier loot, and it being too hard. It very well may be, and I’ve agreed some changes in this post to make it easier are much needed additions, but #BreakTheLocks is not one of them. If you made the best look obtainable after 2 hours of gameplay that would feel worthless. As for now you can get a 90-95% power weapon fairly easily using Brunt’s Armory and the current crafting system. A better loot reward system and a better streamlined crafting system fixes almost all problems with the locks. The locks allow the 97% gear to be reasonably obtainable while still allowing long term players to have use for loot, instead of it becoming clutter on your screen. The difficulty curve for obtaining this loot rarity is currently off, and frustrating players; this is a problem solvable without breaking the locks.
@Azahros I invite you to share your ideas on how to make the loot drop system more enjoyable in its own thread.