Crafting/Inventory Issues and Suggestions

Inventory Limits

Developers have been silent for so long that I expected an inventory upgrade, but nothing changed. I’d even reset my account if it meant more space. Due to limits, I’ve had to:

  1. Scrap all deeds and perfectly rolled Exotic/Orange items.
  2. Limit myself to 6-7 Veteran/Red items per type.
  3. Scrap Veteran stuff despite preferring a thematic icon variety of Trinkets, Necklaces, and Charms for each career’s different builds, as well as having each Veteran Skin on an existing Veteran Weapon.
  4. Avoid non-item unlocks like hero poses to save space.

Crafting Tedium

Crafting is a repetitive chore. Here are key fixes:

  1. Dust Conversion: Allow direct conversion with adjustable amounts, even on consoles.
  2. Dismantling: Remove the 9-item cap; let players select bulk dismantling amounts.
  3. Backend Error: Dismantling too much at once crashes the game. Bulk selection would prevent this.
  4. Re-Rolling: Let players choose exact properties/traits or auto-roll until desired results.
  5. Crafting: Same as above—select stats and tier, then pay a fixed resource cost or auto-roll.

Many Crappy Traits/Properties

Some traits are ignored while others are overused. Fixes:

  1. Melee: Swift Slaying is almost exclusively picked; instead grant 5% attack speed in 5-second stacks per crit (max 4). Allow melee properties from Charms for more specialized builds.
  2. Ranged: Stamina return on headshots grant team-wide THP instead.
  3. Chaos Wastes Traits: Categorize traits by item rarity and remove weaker ones. Blue/Rare, Orange/Exotic, Red/Veteran. I’ve never had Exploding Crits or Tempest since the boon to trait update in several dozen of expeditions.
  4. Necklace: Merge Damage Reduction into a single 10% buff. Push/Block Angle also boost stagger power (2-10%).
  5. Charm: Power vs. Monsters/Berserkers should be 10-20%. Crit Power should be 30% to make crit builds more viable.
  6. Trinket: Movement Speed should be 2-10%. Curse Resistance should be replaced with 1-5% Power while also making Curse only reduce the health cap to 2/3rds. Respawn Speed instead grant extra wounds, like in Darktide. Revive Speed 20-60% and restore 10-30 HP.
  7. More Traits: Port over useful Chaos Wastes traits and buff all current Adventure melee traits except Opportunist and Swift Slaying.

Deeds

  1. Rare Deeds: After 3,000+ hours, I’ve never found certain deed combos (e.g., Vanguard + Roaming Elites + Frequent Hordes).
  2. Lobby & Quick Play: Add a deed matchmaking option to quick play and show deed lobbies in lobby browser.
  3. More Deeds & Weekly Events: Adapt Chaos Wastes modifiers like Khorne’s Champions or Be’lakor Idols for Adventure Mode events.

Useless Resources

  1. Shillings: Let players buy Deeds/Vaults with them. Rotate a weekly inventory of random deeds.
  2. Crafting Components: I have hundreds of thousands of them. Let us sell excess for shillings or craft Deeds.
2 Likes

Good suggestions all over, but thinking how little of development team is dedicated to the game currently, I don’t think it’s feasible to expect that they will go out of their way to change systems that have been designed as far back as 7 years ago if not more (i.e., randomised traits and properties). I expect we will have to cope with this until the game is sunset and that the system that’s “recently” been introduced into Darktide will be the new basis.

As much as I’d like traits in adventure to be reworked, or their pool be enhanced with the ones that are present in CW, the game is again old enough that fundamentally changing the functionaility of some traits isn’t feasible, because their base implementation just isn’t interesting anymore with how the game is played, and how one good trait effectively invalidates all others with good enough game knowledge in mind. Block-based traits are just never going to compete for a sole trait slot with traits like Swift Slaying, not until more prominent offensive-enhancing traits are introduced.

As for CW traits making it into base game - I truly hope that whenever the last weapon DLC makes it in, it will come alongside some CW traits being introduced to the pool of ordinary existing weapons, maybe even with some unique ones for a type of weapon (some weapons that lack proper horde clear, like the Crowbill for Sienna, could really use a trait like Asuryan’s Wrath in its pool).

And on that note - the reason for why you’re not seeing some traits like Manaan’s (lightning on melee crits) and Addaioth’s (exploding ranged crits) is that they are locked to certain weapon types.

Addaioth has a complex selection of weapons per character - shout out to Royale w/ Cheese for debunking each weapon that can roll for a certain trait - much like Manaan’s is almost exclusively only available on one-handed, non dual-wielded weapons.

I think know why it’s only available on these weapons, considering how the boons that corresponded to these traits in the past performed years ago, but currently they are very restrictive; too restrictive even to get consistently, especially considering how big the trait pool is for most weapons anyway. It’s more of a “it’s nice when you happen to get them, but it’s not terrible otherwise, at least as long as you don’t roll a bad trait from adventure pool of traits - then it feels really bad”.

I wish adventure traits were completely disabled in CW, or at least if there were more feasible means of rerolling them if you get an arguably bad trait.

That would be quite nice indeed, even if I wouldn’t be the main audience, since I don’t exactly cherish adventure anymore due to lack of replayability/having exhausted the content that’s interesting to me.

I would like the rotating weekly mods to get a touch-up, particularly regarding the Curse of Comradeship and Ranald’s Sparkling Gift.

  • The gift is random and sometimes hilarious, but as a modifier that pesters you every dozen of seconds and on maps that have a lot of colliding ledges, it occuring so frequently takes away from core experience way too often to be enjoyable to engage with, especially considering that it still doesn’t work well with bots for one reason or another,

  • The curse is just not implemented in a fun way, and it focuses way too hard on mitigating risk that comes from separation, instead of only punishing separation somewhat. It would be nice as a modifier that is periodically active, and would trigger alongside a challenge that all players should be close to each other for to complete smoothly, like a patrol or monster trigger event, or simply horde triggers - exploring maps casually with it on is just annoying with how many loot places per map there are in CW, especially since players don’t have many ways of effective communications in public lobbies, but even with PUGs the modifier is just annoying to deal with.

I won’t comment on each and every other suggestion you have made, but I figured that what I can express on could use further elaboration, since hearing any news about VT2 these days that doesn’t involve Versus isn’t exactly frequent nor exciting.

1 Like

I didn’t realize the tight restrictions on traits for certain weapons, but the main issue is low-tier traits appearing on high-tier weapons. Tiering traits from Rare to Veteran and adding Rare traits to Blue weapons fixes that.

I also agree there should be more offensive traits like Cleave, raw Damage, Power, and Stagger; similar to Chaos Wastes traits. Currently, the main offensive trait is a speed buff. Defensive traits could also be buffed and given offensive utility:

  • Off Balance: Blocking/Pushing increases enemy damage taken by 20% for 5s, stacking at 10% with similar effects, and pushing increases Cleave Power by 10% for 3s per stack (max 5).
  • Opportunist: +25% stagger power, +50% against attackers.
  • Parry: Parries grant 5% Melee Power per stack (max 4), lasting 10s and do not cost stamina.
  • Resourceful Combatant/Sharpshooter: Crits reduce cooldown by 10% (4s cooldown).
  • Heroic Intervention: “Assists” include revives and disabled allies; grants 15HP and 20% damage and damage reduction for 10s instead of THP to both players.

For Curse of Comradeship, switching to Curse instead of health loss solves the issue. The range is too short, punishing players who space out to avoid friendly fire, enemy kiting, or to avoid dragging a blight storm or an over-heading elite in to the team. Making it just Curse allows brief separations without heavy penalties.

1 Like