The handbook will be helpful to new and old players alike and I look forward to fighting the Raki in another (set of) map(s?)!
omfg you’re finally addressing this after YEARS! I’ve tried introducing several people to vt2 only to have them be turned away by the awkward progression. Good on you for introducing the handbook too. It gets tiresome having to explain everything the game ought to do itself. I’ll see about getting them on board again after this update.
In the current system, the item power from opening chests is based on the average power of the last 10 chests that you opened with a -5/+10 deviation if I remember right(?)
Not sure if this is currently planned, but I would definitely suggest making reds more easily obtained outside of sheer RNG. Maybe make it so that some green, blue and orange dust can be combined for red?
I have no idea. The Hero Power thing seemed to increase crafted item HP so we just went with it for both.
Short Answer:
J_Sat back in Feb 2018 talked with the devs and read through the game code and goes into a full explanation14:30 timestamp. The game remembers your highest drop for your account.
Long Ramble Disproving:
I’ve seen the term “benchmark” or “waterline” get used a lot in regards to inching closer to that sweet 300 power level items. Like a parent marking their kid’s height on a doorframe on their birthday to see how much they’ve grown. Every time it goes up, that’s your new basis for rolling items.
There was a rumor back when the game launched over 6 years ago that your character’s current power level was the basis for that value when opening chests. That was never a thing because you can easily test it by equipping Power Level 5 starter gear and still roll 300’s.
The other thing that I saw a lot of was people saying that their gear slots had individual benchmarks, with people getting unlucky and not rolling an amulet for example for several hours/days causing it to fall behind. There were several posts of people recommending manually crafting amulets to do that +5/-5 thing to catch that slot up to the rest of your gear. Check top comment from 6 years ago
First time I’m hearing of the theory that the game remembers your last 10 chests specifically. Should be easy to test as well. If across 10 chests starting at 100 power level, my new highest roll is 30 points higher than my previous lowest, I’ve never had an item suddenly roll a 115 instead. It’s always been in that +5/-5 range.
I do think it’s a bit funny that the increased experience per level has come full circle. It originally was like that. But the progression iteration they are going to be coming out with soon is definitely superior to any prior one. It sucked not being able to play with friends above certain difficulties all because of item power.
All this stuff looks good and it’s nice to have transparency with things.
Very cool that makes a lot more sense, thanks.
Why are we making cataclysm not rewarding as it should be AGAIN ?
Currently its not worth to collect tomes and grims because the reward is the same as legend where it is much much easier to get better loot which obviously doesnt make any sense. So why is the multiplier going to be the same as legend after your ‘‘rework’’ ? Main thing me and all my friends complain about is how cataclysm should be the most rewarding diff. which I think is extremly logical and obvious. And now Iam reading this. Why would u do that ? I love this game but this is making me really confused and kinda mad… I really hope that Iam missing something here and cataclysm will be the most rewarding game mode by a big jump as it should be.
Because Cata is here simply for good players who want a challenge. I would like it to stay that way. If FS increases the reward for it then it would be filled with a lot of toxic and bad players just like Legend is.
Because cataclysm is there for challenge’s sake. The accomplishments is it’s own reward. Plus the frames related to beating the levels in Cataclysm.
This is the case! The floor does raise, but the ceiling rises faster. Then the ceiling slows down and the floor catches up, if that makes sense.
I believe you’d be right but I can’t confirm for sure! But there’s a point where your floor goes past the limit so you’d be guaranteed a 100 power item off of a Recruit chest, I think.
You cannot empower lower power items to be higher power, but you can think of it as the item power grind being replaced with just a level grind (as well as choosing higher difficulties). The old (current) item power grind was its own thing, it was slow and it was unintuitive.
One other thing!
We saw a lot of concerns on all platforms about the fact that Veteran-Quality items (red items) are no longer guaranteed to be 300 item power (you can get reds even from Recruit chests, and wherever you get your red from it’ll have the same item power as any other item you’d get from that chest).
For existing endgame players, fret not. At max level, in the chests where you could currently get a red item, your items are guaranteed to be 300 power. Which means this change won’t negatively affect your red item power grind (you won’t get sub 300 power reds from the places where you could currently get a red). It just means more chances for reds at earlier power levels. If you get them early it’ll be a nice item to have, and when you outgrow its power you can salvage it for red dust.
It’s also not free to access Cata and if it we’re better for progression, you’d have a pay to win scenario on your hands.
Thanks for the response. Yeah that makes perfect sense to me.
Cheers!
Please also make it also possible to covert greater quantities of dust at once. Or just have the standard amount increasted to 100. If you have under 100 of blue or orange dust, you probably don’t even know why you should “downgrade” your dust anyway
Meaning, if you switch characters, you can still easily get 300 Hero Power weapons on lv 1, as long as you won the chest with your lv 35 character? So you at least don’t have to start out on Recruit or Veteran, with the notable change that the chests you receive while leveling up will be worthless, even if you do full book runs on champion, right? Not sure if this is a good change, especially if lack of motivation for new players is a concern. I would suggest adding more options to receive exp instead, like opening chests in a map, using items, pinging items, using a weapon for the first time, etc.
cata really ought to just be part of the base game at this point
Thank you.
Whilst I do agree the Item Power grind does seem somewhat slow and unnecessary given the character level grind. I will say
It does reward playing a diversity of classes
I have a friend who reached level 30 (on Kruber) two days ago and we did his first Legend runs and he got his first Red (huzzar!) and today we did some more and he also got his Item Level to 30.
Meanwhile the other four characters are between 12-19.
Currently everything they now loot and craft will be Item Power 295-300, and with the current system that is all characters.
Assuming he doesn’t level any more… am I right in thinking that after this update his Item Power range won’t be at the very top 295-300?
Also, personally I found the most frustrating part of the VT2 crafting system has always been the reroll properties button and the amount of time I’ve spent hitting it.
And this was doubly so because Vermintide 1 had already a perfect solution to this very problem with the Offer and Invocate systems from the Shrine of Solace back in 2015 and I was always very confused it wasn’t carried over.
I would request the team very much thinks about adding either or both of this function - either where you can choose to accept the reroll or keep your old result.
And/Or where you can roll with a chance to increase the % of a property but if you roll lower than your current result then it doesn’t get worse.
I understand that this may devalue the relative worth of Red items, but they will already be more common and no longer also granting max.
Likewise with 81 total weapons now in the game.
This will of course be far less revelent to me with over 1600 hours in the game and Red or near perfect examples every weapon.