Darktide is doing better than it has ever since launch. There are excellent changes every patch, big and small! Talent trees aren’t perfect, but they’re a huge improvement over the ol’ 3x6 brick. Pooling together character currency was a welcome fix to a silly problem. Scab stalkers get highlighted by vet ult! Weapons are more balanced overall (or at least, weaker weapons have gotten significantly stronger)! Auric Maelstrom! Huzzah! Hurray! Wahoo! For the Emperor!
This is a great upwards trend, and the only way to ruin it would be to stop it prematurely when you don’t have to. Therefore, I am going to ruin the good mood by starting yet another thread on why the crafting system as it is is probably the biggest annoyance remaining for me that detracts from the longevity of me playing this game. (This will discuss more than the crafting locks, so it’s not quite the same as the other thread currently going about it, but old yeller the thread if you must)
Where do I even start? Crafting locks are of course annoying when the right perk and/or blessing could easily increase the power of your weapon by a good 30% or more, but we arbitrarily have to find more high-stat weapons in case the first one doesn’t roll as good as we would like because Fatshark decided to remove infinite rerolls on weapons like there was in Vermintide. Not just annoying and completely artificial-feeling limitation, but a direct downgrade.
Diamantine and plasteel are fraggin silly. Plasteel sees huge consumption rates compared to diamantine, and since you can’t convert one into another that means that diamantine is nearly useless in comparison because you will never have more diamantine than plasteel. I’m aware they increased high difficulty plasteel drops a bit ago, but it hasn’t fixed anything. Again, a direct downgrade from Vermintide 2 where you could convert dust.
Randomized weapon stats are still silly. This is the least of my complaints and would be relatively moot if the other concerns were addressed, but randomly distributed totals of weapon stats (that STILL can’t reach past 80% a year into the game, for some reason) are 100% yet another downgrade from Fatshark’s last game where the only randomized unchangeable stat was power level. It’s missed potential as well- a stat distribution we could allocate freely into different bars for money or something could be really neat!
There is no way the dev team doesn’t know about the crafting complaints that have been here from day 1 of the system, so all I can do is make this heartfelt plea. Darktide is so, so close to being a game so good that I would gladly play it for the foreseeable future and recommend my friends join me in doing so. While there are other things that annoy me, the most standout one that finds a way to annoy me basically every mission is undoubtedly the crafting. The only possible reason I could see for the dev team dragging their feet on changing it is that this particular system is some kind of mandatory shareholder check box, or they fear that the crafting system is somehow the only thing keeping a significant amount of players in the game. I can at least speak for myself when I say that this is the opposite case for me.
Please, please, please loosen up the crafting system. Darktide has great gameplay, great new talent trees, a decent variety of weapons, and way more complex perks and blessings than Vermintide 2 ever had. Let us switch out blessings and perks, convert diamantine to plasteel, and even distribute base weapon stats as we please for simple plasteel or money! The freedom of build-making that an improved crafting system would allow would be amazing.
Again, all I can do is speak for myself, so I am really well and truly begging in an uncomfortably intense way: don’t let the good changes stop here.