Maybe they have a hidden agenda. The DT is strongly contributing to me not reducing my VT2 engagement, which would have invariably happened if I found it more appealing.
The perks I don’t care about, they are boring. The blessings though were interesting (some times). Ignoring mass with an axe, or being able to block bullets are game changers. But if it’s such a struggle to get it, it sours my mood and puts me off from the game. It’s too unlikely.
Now it seems the strat will be to run from spawn all the way to the left to buy a bunch of grey’s for what you want (past the cosmetic shop) then run allll the way to the opposite right side for crafting (running past the cosmetic store again) and upgrading your 380 grey’s to purple or blue in hopes you got the perk/blessings you want at the level you want and then reselling the rest that don’t make the cut… Then running all the way back to the left (past the cosmetic store again) to buy more grey’s until all your resources are gone. Sounds like a fun system where I play the lottery for a few hours and take a 30 minute break to play a mission.
nah - poor rolls still have some value beyond breaking them down, you need to collect a blessing on each item of each type (but not each mark). there will as such be a fair amount of progression, i dunno how they’re going to handle tiers of blessings tho.
They may be boring, but they do matter. Like, if your blessing activates on crit having 5% more crit chance makes a big difference. If blocking is a big part of how you play having +1 stamina and 20% block cost reduction does matter a lot.
“Hourly shop”.
We saw the feedback about having an hourly shoo mechanic being an abusive addiction inducing mechanism but decided we know best and to treat our players as individuals to be toyed with and manipulated anyway.
Keep your negative review then.
ps : in the end it took you all this time to just … remove a functionality of the previous system.
Awesome.
Once you have a blessing that’s it apparently. Pretty quickly they won’t have a use. And dismantling them only gives dockets not plasteel or diamantine. So it will be a slough.
They matter, but I could tolerate not getting them perfect. Blessings can change entire viability and styles of playing.
if you want a specific set of two blessings, you need to roll one of them in two chances (one of which costs a lot more) and add the other. this will be made a little more flexible if there’s some variation - i like brutal momentum a lot on basically all the taxes, so i am interested in making a BM+ various buffs. so any taxe i roll that has either BM or shred or headtaker or what have you.
eventually you’ll have a full “blessings inventory” but that will take a little while, and by that point it seems likely you’ll have one or the other. again, good easy - getting the two blessings you want - but approaching perfect gives you the diminishing return. you almost certainly will be compromising on the blessing level or perk, and since your first roll tends to be lower tier than your second one there’s an interesting risk/reward on deciding to consecrate, a bit like curios.
i don’t think this system is perfect by any means but i think it’s waaaaaay better than the one where you have to spend items to level your blessings and no white item generator.
Yea, I agree there, which is why I said the blessings were my red line for being done with this game. Needing a high grade item with one perfect perk to get the perfect item was harsh, but not a complete deal breaker. It set up sort of a nice to have you can ignore until it comes to you by pure chance. The blessings also getting locked out though, nah thanks. That puts is squarely in the realm of incredibly rare items being ruined by bad rolls, making a true perfect or even viable item too rare to bother looking.
That sure is a creative way of saying “frustrating limited potential”. Good work catfish, bad work whoever is in charge, goodbye dead game.
I think getting the modifiers, type, and perks to match though are still too rare. Removing the combining of blessings vs the stock pile is worse. I just think the time it asks to hunt and spend rolling is too great. I think you’re underestimating the time. I could give up having two perks I don’t want but are ok. But for things like weapons where let’s say I want both deflector and exorcist on a weapon with 380 and perks I got mostly agreeable, that’s going to be very, very, rare. And that’s one weapon. Why would I bother hunting for it on other characters (doubt the blessing stock piling will carry over between characters) let alone weapons I think are subpar just to try it out? I will waste all my money and crafting resources to get that “100%” weapon I always use compared to investing and trying in things I don’t.
Mixed feelings but overall positive, it is definitely a step forward.
There is more to do in other player agency aspects, and I’m curious to see how locking perks and blessings will play out on the long run.
It might be tedious to get a weapon, upgrade it once, reroll perk/blessing, upgrade, etc. until you get the one you want with specific perks and blessings - for reference in VT2 I crafted specific combinations of perks and properties at least 3-5 times a week and the process looks very tedious to me.
That being said, at least now I will actually be able to craft that specific weapon, which is a big step forward.
you’ve got a new source of allegedly high tier profane items, which helps mitigate the stats issue. you will be rolling two perks and reselecting one, so you will get one T4 perk you want and eliminating the worst of two. and no the stockpile is much more player friendly depending on implementation. if you find eg power cycler you could make as many as you want.
a 380 with decent stats and two blessings you want is vanishingly rare right now full stop. it’s impossible to say until we can estimate the odds, but if i was designing the system i’d make an item i want 90% easy, 95% hard, 99% incredibly difficult and 99.9% close to impossible. there aren’t that many force sword blessings, i bet you’d get the combination faster than you’d think.
Some of these changes are good but mostly not good enough and what’s the most disappointing to see; the lack of some very needed changes still not happening.
Why do Perks and Blessings get locked after re-rolling the other? I’m already having enough trouble understanding why RNG stats on my gear (Damage, reload, penetration etc.) needs to be a thing.
As much as I love the idea of being able to unlock a blessing to then be able to re-bless any same weapon, why is it not a “collect 'em all” style system? Why do I have to unlock f.e. “brutal momentum” for every single weapon individually rather than all of them at once? It would still take long enough to do that.
I’m also a fan of the fact that re-rolling gets cheaper the more you do it and that after 20 rolls, it turns free. However, why is it that AT THAT POINT, I can’t simply chose which perk I want to have? It only wastes time. Why not let me chose in the first place? With so many different perks and levels to each of them, I will have to re-roll more than 20 times anyways, why can’t I just chose?
The costs for upgrading and re-rolling is too high for any of these actions being entirely RNG dependent.
What made me fall in love with V2 were 2 things: The gameplay being insanely fun & good and the fact that making builds was FAST & EASY. What kept me playing for so long was the fact that it took the exact amount of effort, IT SHOULD, to chose to make a build and then have fun using it.
Same as it was in V2, in DT the core gameplay is very fun & good but where the two games differ entirely is in their ability to keep me playing. Every single thing I loved about V2 was removed and/or changed in DT for no real reason whatsoever. I understand that as a creative you wouldn’t want to just repeat what you’ve already done, I get that. It’s however completely clear to everyone that “creative differences” was not the only thing at the root for all these changes.
Now to the final bit on all of this:
The answer to all my “Why…” questions and the answer to why all the things I loved about V2 where changed have the same answer: “To artificially increase the grind / increase player engagement” and it’s crystal clear to everyone who plays DT that THAT is the sole reason for “locking Perks & Blessings”, “Earning Blessings per individual item as opposed to “per Item class” or even “account wide””, “not sharing crafting mats account wide” and everything else to be in their current state.
If you want higher player engagement out of the community, change all these needles RNG timewasters to something that actually resembles “making meaningful decisions”. Nobody actually wants perk and blessing lockout, nobody actually wants to regrind crafting mats PER CLASS and nobody actually wants random stated weapons as an incentive for a gameplay loop. It does the exact opposite of making us want to close the game and rather wait for changes. All this RNG BS does the exact opposite of what you hope it would.
I play(ed) V2 for over 1’300+ hours precisely BECAUSE it didn’t waste/disrespected my time like DT does currently.
Can you clarify whether this means that at level 30 all items acquired through ‘non-catalogue weapon requisitions’ will have a fixed item rating? If so, what will that rating be?
Sounds great! ![]()
edit:
Hope it is released soon, because this is something that should have been in the game when it was released (or at least some variant of it). But as we all know this is a early access title that you charge full price for so…
Yeah, no thanks.
I for some reason had some hope that after the Open Letter there might be a genuine change of strategy.
Now I see that it’s the exact same crap with a different coat of paint.
I don’t mind waiting if I have reason to believe you’re genuinely trying to make the best product and just need more time to do it. But I’m not waiting around when there is clearly a malicious intent to deliberately waste my time, and no intention of changing course.
Maybe heavy RNG works for teenagers playing on phones in Korea, but its not for me.
Honestly, can at least one person explain to me, how they „scrapped“ what they had planned, „took in our feedback“ and yet the resulting features are basically the same thing they had planned from the beginning, except without the „combine blessings“ feature (so basically worse)?
There’s a lot of blessings to roll. The issue is I think they are contradicting themselves. They want to encourage build variety and experimentation but this will do the opposite. If I know I love weapon A and it’s 90% of the way there that I want it to be (not the right tiers of perks and blessings but right combination lets say) I would argue MOST players would keep attempting to get weapon A to 100% of the way they want it to be. It’s only then they would bother spending time trying to get a weapon B or C there. I think if they made it easier to get AT LEAST the blessing combinations right and more easily that would encourage more players to try out and craft/upgrade other weapons, especially on other characters. But especially due to the siloing of resources, this is just going to make most players stick to their preferred characters and preferred character load outs. It would take dozens of hours minimum now to get any 380 weapon close to the blessings you want. But who knows? I don’t know what the changes are of a level 30 getting 380. But I think the amount of crafting resources to upgrade them will also be too slow. Even if you get a lot of 380’s now some blessing just seem very, very rare to roll. I have seen exorcist twice in 250 hours.
And curios are a whole other thing, especially with perks like more experience.
At this point I would take a third crafting resource that’s extremally rare (maybe only on T4 and T5) that removes the lock on a weapon. Or swaps it.
That is exactly what they did.
