This indicates you either fundamentally don’t understand how the gear system you have created actually functions in practice, or that you do understand that what you said isn’t true, and instead want players to keep pulling the lever until the hit the jackpot.
With stat bars, perks, and blessings, you haven’t created a system where items can be exciting and different. There is no variety or diversity for one same weapon with different attributes, because all of the different variables only result in a binary. When bars and perks matter, it’s always exclusively because you need to reach a breakpoint. There isn’t an infinite variety of grenade gauntlets I can find, only the ones that can one shot bombers and netters, and the ones that can’t. There isn’t an infinite variety of bolters, only the ones that can open bulwarks in one shot and kill shotgunners in one shot while in volley fire. The list goes on.
What’s worse is that the layers of abhorrent RNG that you put in place ensures that finding a usable weapon of a certain type isn’t just a matter of finding one with the right stats. It needs to have the right stats, have the correct perk, and in some cases (ogryn melee for instance) the necessary blessing. The fact that you only let us reroll one perk and one blessing means only one thing : you want us to keep gambling away resources until we get the thing we want. This isn’t creating player engagement, but destroying it. All the fixes coming are good, but they fail to properly address the loot lottery you’ve put in place.
Please, remove the perk and blessing locking. Let us reroll both.
The experience of upgrading and rerolling curios only to brick them by getting something useless while making them orange is a nightmare, as is bricking weapons that had otherwise perfect stats.
Also being able to reroll stat bars would be great, as that would at least give us a guaranteed good baseline to start the chain of gambling on.
I’ll end this by saying you guys made a huge, huge mistake by holding on to a loot system that failed to fit within your games for the third time in a row. This isn’t diablo, where pooping out gear with a zillion stats and attributes can potentially lead to interesting item acquisition.
You’ve created a tight, mechanically intense coop shooter where item functionality has always been, and will always be “this needs to achieve X, and if it doesn’t it goes in the trash”.
All you’ve done in darktide is remove control from players by not letting us roll perks and blessings as we want, completely stripping any potential for experimentation, since we’re now unable to reroll all of them. Meaning if I want to test out the great weapon variety you so proudly speak of, I would need to start the loot lottery all over again. Find a duplicate of the gun I like, with good bars, not brick it when upgrading it by getting the wrong perks, not brick it again by getting the wrong blessings, and then start comparing the two.
You’ve also added another layer to the needless RNG elements by making the very stats of a weapon random as well. If you think missing a breakpoint by a couple per cents is fun and engaging, you’re flat out wrong.
I know bringing up DRG is basically putting the fatshark version of Godwin’s law in effect, but in that game, where instead of looting random variations of one gun until I find one that works, I have a stable baseline that I am then free to customize on the fly whenever I want. This actually allows for the build variety and diversity of equipment you claim to have but fundamentally cannot have. Every gun in that game has at the very least 2 completely different viable builds, some up to 3 or 4. I can’t think of a single item in either V2 or DT that has more than one way to build it.
Even if the gear system you created allowed for that kind of flexibility and variety within a single weapon, the rng based loot and restrictive upgrade system would ensure that we would never get to experience it.