Curio's

So, what’s the deal: organizing curios right now is a bit of a headache. While I’m all for Darktide breaking away from Vermintide’s format, it feels like there’s not much noise around this issue.

In Vermintide 2, you had your Necklace, Trinket, and Charm, each with their own set of traits. Simple and effective. Now in Darktide, we’ve got these curios, each with one of four blessings and a bunch of perks to choose from. Sounds cool, right? Except, the curios all seem to have random names, types, and looks. Trying to figure out which one’s the best without mods is like trying to find a needle in a haystack. And don’t even get me started on the mods; they’re not doing much to help. Sorting by name? Forget about it. Base rating? Inconsistent, to say the least.

Sorting out this curio chaos would seriously level up the gameplay experience. So, how do we go about tidying things up a bit?

At minimum: I think we should have a sort menu that sorts by blessing ranked all hp together ascending descending in %

Be nice: If we didnt get so much junk from the emperor or meik so we didnt have to periodically sell off all the curios we dont need thus accidently rid ourselves of one we do need. I.e. I only have 2 levelled up toughness 17% with 2 decent perks but need a placemarker 16% for a build I have and the min maxxer in me is always saying sell it.

Nicer: Some of the hard work the devs have put into making each curio unique by name and nature perhaps there could be alittle consistancy (have I missed it?!) so maybe like Reliquaries are health blessing Caged Toughness yahdahyah… perhaps the blessing goes up with their consecration so when it orange its 17% 21% +3

Getting Silly: maybe we can craft the sets ourselves, opening up the curios so you can change their name and look and maybe tie them to set builds we have so atleast we have an indication that they are being used… improve the curio ui for better comparison and maybe even in character swapping if each character is so unique to require their own personal set of curios maybe the community could come up with a Orgyn set of curios for each talent pathway… optional but its there if you want it…

I wondered if there were any posts on this topic and would some of these be considered with the crafting overhaul…

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Agreed! If there’s some kind of method to the curio naming madness, it has also escaped me!

It could’ve been an entirely different system. Just divide the three slots into one for a ‘necklace’, one for a hip/belt charm, and the third for a weapon charm, let them appear on the characters, and boom. Easy.

But instead FS fell for ‘if we randomize everything it’ll give the illusion of choice and build diversity’ so now we just toss some stuff onto our characters at random and they never appear in-game.

Honestly I just want the inventory for everything overhauled…I hate trying to find stuff, and even the inventory mod only manages to make a bad headache into a tolerable one.

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people wanted to be able to mix purposes on charms for better optimization and got it. it was a stupid choice. VT1’s system of “trinket that provide meaningful changes to gameplay instead of stat buffs” was the best one IMO but people keep pushing for more RPG elements in fatshark’s co-op survival shooters for some reason.

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Let’s dive into the rabbit hole…

I believe their effects could use a bit of toning down and should stack across the characters in an aura, affecting the outcome of the run and the rewards for the strike team. Picture this: players get to choose which curios they want to use at the start of the game, sparking conversations among the team about who brings what.

This system could encourage players to pick different curios to give their teammates an edge. For example, on a run with Grimoires, it might be beneficial for everyone to have corruption resistance as a team aura.

Imagine if monsters dropped curios on death within the aura of the player(s) who dealt the final blow. This would incentivize players to coordinate and specialize their runs. Perhaps on a tougher mission, players would need better resistances but wouldn’t want to rely solely on one type. But knowing the ogryn will take flamer resistance will give a veteran clearer sight if in that aura.

During key moments like lifts, doors, or events, players could swap out their curios, adding another layer of strategy to the game. It would be exciting to see more rings that visually represent synergy, auras, and curio effects.

Speaking of Vermintide, imagine a Venn diagram of auras that could obliterate a boss or decimate a patrol, akin to combining a strength potion with explosive ordinance on the veteran grenadier.

I understand this might seem like overkill and, of course, it would need careful balancing. However, I believe enhancing strike team camaraderie could provide a real reason for embarking on these missions together making use of the redundancy to change how we play a mission…

Just my ideas I don’t get out much but i feel the game is missing out from the twitch/chaos waste / dare I say it weaves… and maybe curios could notch things up a level

Curios used to be gagdets , I think they had ideas for more sweeping gameplay affecting items but because they ran out of time or money and had to release it half baked, what we got are these defensive stat sticks. Curios as they are now are boring and just another layer of attempted RNG-padding.

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Many problems could be alleviated, at least in my opinion, by letting us sell equipment back for crafting cash rather than the rather useless credit currency “ordos”.

We’ve already got melk-cash, plasteel, and diamantine. You can’t buy good crafted weapons for ordos, so why do I have to sell them for that?!

I’m holding on to the best part of around 450 high quality but ultimately bricked weapons and probably about 100 curios (across 5 avatars) as I know what has gone in to them, and I refuse to sell them for 3000 ordos or whatever it is. Hard to know, as you don’t get a sell price (?! - I just checked that and think that’s right?).

Also: curios peak quickly. Once you’ve a set that’re okay, you’re unlikely to change them. 20% health vs 21% health … pfft. Get a good base stat and one Tier4 ‘perk’ from Brunt, then just make it in to what you want. You’re unlikely to change. I bet most people do toughness or health, then toughness regen, ability regen, and maybe resistance to gunners. I take stamina on my vet 'cos = extra damage with the right skill, but i’ve not changed curios on my avatars in about 10-12 months.

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While a fun system the premission lobby would need a larger overhaul if they want to attempt that level of build coordination (it needs one anyways).

I made 2 new wound curios on my Zealot with the class rework change for Martydom! …and that’s it.

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Curios overall looks strange when you have armor. Why it’s not just classic head/torso/legs is a mistery. Or even more slots like in any rpg/arpg plus with logicaly distributed stuff. Like on gloves for example block, swap speed, reloading related stuff, on boots mobility related, gadget - utility like revive speed, better heals, chance to find more materials/supplies, etc.

Please no cosmetics that affect gameplay. And please no more dangly bits to kill my FPS.

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I can’t believe I’m saying this but I agree with your first statement.

I do not need P2W in this game.

In modern games you have your cosmetics and items separated, so gear doesn’t dictate your drip. Transmogrification, aye.

I’m all for cosmetic changes being optional, maybe even customizable in settings. Though, just like Vermintide, having unique icons for items like necklaces, charms, and trinkets would be nice. It’d let us spot different traits at a glance. On Cataclysm difficulty, sometimes we skip grimoires. That means we could ditch curse resistance trinkets for those runs.

I believe if our gear boosted team performance, it’d spark more pre-game chat. Picture visible changes to gear that benefit the team, spurring discussions and ensuring everyone’s kitted out right.

We’re quick to swap gear at the ready-up, but for the skeptics, let’s remember we all want the best for each other. If someone’s convinced a buff is crucial, let’s talk it out. Maybe the game could randomly pick gear if we can’t decide before time’s up, fostering compromise and understanding.

Who knows, through these choices, we might find a bit more fun in matchmaking.

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