Curios are supposed to be universal items that can be used to fine tune the specific aspect of your character that you feel will help you, and they kind of do that, but they also don’t do much either, they’re boring and unimpressive number bumps that don’t offer much.
Curios would serve better by have specific passive or reactive powers that will noticeably benefit the player, close to the Bonus Wound Curio but a bit more, such as;
A get out of jail free card that saves you from getting downed, trapped, or dogged once per five-ten minutes in a mission (Obviously separate Curios).
An extra blitz charge, or faster blitz recovery.
Start missions with a medpack or ammo crate, or a stim of your choice (Definitely separate Curios).
An Explosive death/revival that damages all enemies in a radius when you get downed or picked up, similar to the Psyker explosion.
Increased dodge range, number of dodges, or a dodge change that phases through small units.
A defensive ability that when attacked by certain enemies, stuns the group around you, or afflicts them with different status effects every few minutes (For sure separate curios).
All I’m asking for is that Curios become more interesting and useful than they are right now, and become more impactful as a universal class item, than just some numbers. Honestly, I’m also venting my annoyance at the current curio system, and kind of wish that it got a similar but bigger overhaul than the weapons got, but I’ll probably be a shriveled up corpse six feet under before anything like this could happen.
Honestly, I’d be fine with the Curios losing or lowering their three upgrades, if they actually did something more impactful to the mission, or something just generally more interesting than a tiny bit of extra health.
Honestly, what you suggest is better done via new equipment slot for a completely new item type that goes in there. Would refresh the game a bit, and we wouldn’t need to change existing builds that much to do it.
And then what to put to this new slot - you can be really creative with it. I think I read a good proposal about it here, on forums, in the past. Like, some carryable, expendable items you can only have dropped on high difficulties, or may be also sometimes purchase in a shop at base if they happen to be in stock - but it would cost a fortune (so it becomes a money sink, something that game needs badly, as old players are sitting with millions of those, not having anything left to spend them on).
Those items could be new types of stim, like insta-revival stims, some new implants, like some kind of iron-skin implant that rapidly regens your tougness for 10s, fire extinguishers with multiple charges (number of charges depends on grade of the item), better ammo crates (the ones that also replenish grenades to everybody), better medcrates (regen corruption slowly) etc
But again, the important part is that they are expendable, so you use them during the mission and that’s it, you need to go out there, farm more. So, we finaly would get a bit of functioning economy - and some things we could be happy about when they drop (almost forgotten experience in that game, for many players).
I like this idea, it could make curios more interesting than just a stat bonus. Maybe this is something FS could do for their next Tide game or in Darktide in the distant future.
BUT I have to say that curios as they currently are while not particularly interesting, that the stats they provide ARE substantial and do make a big difference in your ability to survive. 49% more toughness, 21% health with 48.8% gunner resistance is nothing to scoff at. And that in addition to faster stamina regen or whatever else.
Curios are extremely powerful…
Going to a full health or a full toughness or a mixed one has a strong impact on your stats and gameplay.
What you propose is way too strong…
I just want that they give us a way to get maxed curios.
Game “economy” is dead. Resources mean nothing. So, give us free maxed curios. This cannot hurt more the game…
I even pick the +5%… most of my builds are toughness +17% x 3 with +5% toughness on each.
Problem is… the game interface is so bad that I don’t want to play with it…
I don’t want to remove all these junk things…
You don’t get enough maxed curios…
Last time, it took me 20 minutes to remove everything I had bought and got 0 maxed curios.
This game fails with its interface… everything is badly designed
It’s very strange that it took so long, the new features of selling unnecessary items allow you to sell all the junk in 2 clicks. Just favorite useful items while everything else un-favorite will be selected and disposed off
This was about a year ago. They said they wanted to eventually do something with them, but I doubt we will see this materialized in the next year if ever.
Seriously… we should have only +21% health, +17% toughness and +3 stamina to buy…
There is no reason to restrain that. There was when there was a system that wanted to push you to play more and more in the hope to get something… but now, we can craft whatever we want, there is no reason to not allow us to enhance a curios like we can empower a weapon.
Not really needed though, like, I have tons of curios of all kinds lying around, I even use full separate sets for different builds, so I wouldn’t need to shuffle the perks. At least it adds some long term goals you could pursue, after maxing out everything else, the game would be double-boring without it, with such pace of content updates.
Pure RNG (especially on artificial, hard timers) is a bad long term goal, did the old itemisation system not teach you anything? You don’t work towards or grind pure RNG, it just happens or it doesn’t.