Curios are easily the worst aspect of Darktide’s gear system at the minute.
Thinking back to Vermintide 2, where each ‘Curio’ slot had its own aesthetic, own blessings (or traits, as they were called) and affected a different aspect of your available inventory (bombs, potions, healing/defence), Curios are by contrast, boring, homogeneous and, worst of all, absolutely bloated with crap no player wants, specifically when it comes to Perks.
So let’s talk about the problems here and what could be done to make this slot a bit more interesting to players, especially in regards to crafting goals:
Blessings
Real simple suggestion here, add more. The 4 we have are all fine, but also pretty boring. Currently I have the choice between Wounds, Toughness, HP and Stamina. What if I wanted to spec for utility or offence, like more ammo/an extra grenade. What about exploring the more interesting areas of design space like getting a conditional buff of some kind? What if I’m a Psyker and I want something specific to my class mechanic (Peril)? I’m sure there’s plenty that can be explored here, far be it from me to explore it but having a choice of 4 where 2 are clearly more optimal than the other 2 is just, well, BORING.
Perks
A lot that needs to be cleaned up here:
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dmg vs ‘one specific special’: far too niche. None of these are particularly useful, the most applicable being vs Gunners (even though this only affects the Dreg and the Scab machine gunner) and maybe vs Snipers. The rest are just so low value that they don’t even make it into the picture. Maybe remove these and just have broader categories? Resistance vs shooting/melee/fire for example.
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+Dockets and +Exp: so unbelievably useless these can just be scrapped from the pool. The leveling process from 1 to 30 is very short and these two perks only help with that part of the game and even then, they are not desirable. Absolutely no one at 30 wants or takes these perks, and as that is where the vast majority of this game’s lifespan happens, these should not exist.
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resistance vs Corruption: why is this split into 2 categories (regular and vs grimoire flavoures)? Totally unnecessary and feels extremely contrived. Merge into one category please.
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add more perks:
give us 2-5% ranges of dmg vs X (same as weapons, maniacs/flak/carapace etc). Give us crit chance. Give us Peril resistance. Reload speed. Movement and/or sprint speed. Give us interesting things that can ACTUALLY IMPACT THE BUILDS PLAYERS WANT TO RUN. This isn’t rocket science Fatshark. If you want to make crafting and ‘the endgame’ engaging you have to give the player the option of MEANINGFUL choices and the option to SPECIALISE.
Tell me, what is exciting about having the option to have more experience? Or money in the useless shop that literally no one enjoys? I look at some of the design choices in this game and I think ‘Holy hell are these guys trying to suck the fun out of their game’?
You got it mostly right for weapons in this game (imo at least). I mean, I don’t like the ‘Perk’ lock (again, feels contrived), but I do like the concept of Perks and Blessings and when Blessing crafting finally arrives I think weapon crafting will get a lot more interesting. But the mark has truly been missed on Curios, please address.