Well yes, but there honestly are way too many layers of RNG, combined with high material costs to see what exactly you’ve rolled. Melk is RNG, blessings and perks are RNG, the initial modifiers are RNG, and then when you can adjust what you have it’s limited only to half of the weapon’s things. This is completely ridiculous once one realises that it needs to be done with all of the weapons one wants to use and for all of their different characters. As such, it actively discourages people from using different loadouts, so it’s outright counterproductive to increasing player retention, as different playstyles keep the game fresh and fun for longer.
In my opinion, modifiers can stay entirely RNG, but we really need a way to get rid of locks. They could be removed from the game entirely, but I think that’s unlikely given that it appears to be designed to increase playtime. I’d say being able to remove them with diamantine would work, there would still be some “playtime cost” to it.
Oh, and with the material costs too, consider that losing in this game is fairly frequent on high difficulties and the missions tend to take over 20 minutes and at least 15. The materials gained upon loss are low, and even with a win on Damnation with pick-ups cleared you don’t always get enough to max out a weapon’s rarity.
Aaaand 2nd addendum: once one rerolls a perk enough times to make rerolls free, it should really just become a list of the highest tier perk effects to choose from. There is literally no point to the mindless clicking game of rolling the trait again and again to get the right one if there is not even anything at stake, and it’s the definition of “repetitive action”.
Can we get any official word on any of these pain points:
1.) Crafting and locks.
2.) Siloed resources
3.) Shirtless
4.) Map selection
5.) Solo mod
6.) Editing all aspects of character after creation
7.) Better bots/ bot customization
8.) Changing load out/character before mission starts
9.) Balancing of weapons, blessings, and perks
10.) Changes to secondary objectives
(Tired of reading this? Well I am tired of writing. Let’s do something about that).
Bro what is up with the crazy presence of the whole #breakthelocks thing? Instead of spending time complaining about a balancing mechanic you should spend time getting better at the game. You do NOT need a good roll to play Damnation lmao.
Edit: I’m not saying the crafting system is perfect, the RNG in general makes it a drag in the case you do want to make a weapon, but the locks? Really? It’s the one mechanic about crafting you can predict and you want it gone because it “ruins” a build? Oooooo noooooo, my locked +1 stamina has ruined my god roll axe with maxed damage and finesse #breakthelocks. Nooooo I only get +10% damage on cleave instead of +5 stacks of bleed oooooooooooooooooooo.
It’s not about beating damnation. It’s about experimenting and trying what you want.
I agree that damnation is too easy. It should be balanced around perfect gear. And the hardest difficulty shouldn’t encourage farming in that area. VT2 was smart enough with how it differentiated legend and cata.
Hotfix just to switch map state to normal random boring 0faqs know why?
Fixes are poor excuse compare to perfomance and QoL issues.
Can we have larger choise of avaible missions on map pool? Some maps are fun & some require proper mood to run and some just more awesome with proper status. And since there were many changes we have currently chilling T4 difficulty, which is literaly hard to lose and fun & dandy T5. Which makes current map pool is but a pure excuse.
Don’t take it as insult, just as we did. I see devs are trying hard, just don’t burn out and don’t lose your pace, if you have any…