Introduction to the Itemization Rework - Dev Blog

Responding to the last few comments…

Yes, removing locks would’ve done a lot on their own - especially if removing them required paying diamantine each time - because you’d still have to “grind” for diamantine and you’d still be having to play and “grind” for blessings in the first place.

I have 600 hours in-game, and am sitting on 15,000 diamantine (and about 9,000 plasteel). If removing locks from a weapon cost 1,000, that’s only 15 weapons (out of probably 60+) that I’d love to remove locks on. 1,000 diamantine is probably 3-5 damnation runs, so you’re talking 2-4 hours of “grind” just to remove locks on a single item.

Unless you’re sitting on a mountain of excess resources (I know many people are), the crafting system by virtue of the material costs needed, inherently has a “grind” already.

That said, fundamentally they are removing locks (yes!) and providing a deterministic way to get blessings, which IMHO were the two biggest issues that the new system will address.

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Let’s be honest, even if it’s a multi-hour grind to get ‘full’ mastery for a weapon type (from scratch)…that’ll still be preferable to the current system where it takes hundreds of hours to fill out a blessing library and you can’t fix weapons.

A lot of my stuff is probably getting salvaged after the update drops tbh, especially if what I’ve heard rumored about getting crafting materials out of it ends up being true.

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Leveling up the full mastery for a weapon should be like a single auric t5 for example…
Maybe something like 1 run auric t5, 2 runs standard t5, 3 runs t4, and so on…
I don’t think anyone who smoothly plays Auric T5 should be burdened with doing multiple runs with trash weapons to level up a so-called mastery, it’s more of a punishment than a progression feeling.

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I had this same issue in my mind as well

the problem with auric, is that one: Please fix Titles obtention for Auric survivor (Legit way)

people quitting to get the auric title, until they don’t fix this issue, linking something important as weapon crafting at auric mission, could be very stressful and unfair

What progression do I have in playing with a terrible weapon in a difficulty that I, and most of the long-term players already can, to level up a mastery I don’t even need? I rather have all weapons grey and just play the game without being restricted by a brainless grind.

I am happy this finally happened, but I hope that all the grinding for resources and bricking of weapons will contribute somewhat to the progress. I have probably had 10’s of close to perfect weapons for many different archetypes and of course all the weapons used to unbnnlock blessings, that just turned into 9000 ord dockets/a blessing after spending grey to gold amount of plasteel and daiamantine and of course a lot of ordo dockets.

Curious to what mastery my weapon famelis will get, and please to god include blessings on currently owned weapons towards that mastery lvl.

Even tho people leave, most of the auric runs are successful…I’m afraid FS will put many runs to achieve full mastery, so any new weapons they release we will need to play a lot of matches just to get a good weapon.

I’d like to direct your attention to the modification cap.

If you haven’t realized it. The locks aren’t really removed:

That’s a modification cap of 100.

T3 Perk = 6 pts
T4 Perk = 6 pts

T3 Blessing = 27 pts
T3 Blessing = 38 Pts

Total = 77/100

If we break that down we can assume that each Blessing and Perk has a certain point weight attached. I’d assume more sought after ones get assigned a higher value to balance them.

In the image above’s case that means that each level of Uncanny is a 12,5 ( 37,5 rounded to 38 at T3). So T4 would be 50 pts. Which would match the current global tier rating for blessings.

Rampage on the other hand is rated at 9 pts per tier, so that’s 27 for T3

So lets get a max roll on this shall we?

T4 Rampage = 36 pts
T4 Uncanny = 50 pts

That’s a total of 86 pts.

Now we have 14 left for perks. Melee Elite Damage seems to be higher rated than Melee Critical Damage:

T3 Melee Elite Damage = 6 pts (2pts per tier)
T4 Melee Crit Damage = 6 pts (1,5 pts per tier)

If we assume that melee elite dmage is the highest rated with 8pts for T4, then it’d be impossible to get T4 on highly rated perks and blessings with this weapon and its cap:

T4 Rampage = 36 pts
T4 Uncanny = 50 pts

T4 Melee Elite Damage = 8pts
T4 similar rated perk = 8 pts

Total:102/100

Tl,dr.: If the modification cap of 100 is the max. Then it is impossible to get all T4 blessings and perk. This is basically a lock with extra steps.

Yeah what a great effin crafting system.

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Both blessings are t3

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Typo

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And?

Actually having to choose what level of power we bring to our weapons sounds good to me. Plus it doesn’t end up invalidating the whole blessing tier system.

Granted I’d have preferred said tiers didn’t exist to begin with, but they’re here and no dev is going to outright junk all of that.

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Yes, it’s a win to have more customisation.

However it’s a kick in the teeth to still have to chase bases whether it’s Brunt’s Hourly Bonanza or Menial Mondays at the Ennui Emporium spamming clicks for bricks.

At least fix bloody Melk — for his premium currency he ought to have a premium selection of goods. Guaranteed higher rolls for the specific weapon of your choice. Boom, weekly engagement driven by per-class objectives on rotation. Flesh them out some more and you have meaningful, low-effort bounties to keep people jazzed up for loot.

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One thing to point out is that you are assuming these blessing points cost go down relative to what tier they are (uncanny T1 costing 12.5), where that may not be the case. I would like to think the stronger blessings might start high and then add a few points each tier level. In a perfect world, no blessing would go over 40 points and no perk over 10.

Your mod points go up with mastery (it seems). And the pool also seems different from stat adjustments. Which are also nice to have.

I suspect all tier 4 blessings and perks will probably hit 100? But one way of balancing the game may be certain types of blessings or perks will be worth more. So a T4 blessing may cause you to use a T3 perk. I dunno. But if randomly found weapons bypass that we’re kinda back to square one.

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See above. For the Duelling Sword 4 example, getting all at t4 would hit 100, yes. But Blessings and perks seem to have different mod point weightings. So it might depend on your combination, if you’re actually able to hit all T4 with 100 points.

Exactly. If the crafting system only allows me to get my blessing/perk combo of choice, only via making a concession in tier levelsin order to to stay under the modification limit, we’re still forced to rely on upgrade/mission reward lottery to get the exact thing we want. These are still locks in essence. Soft-locks, yes. But still locks.

If you look closely the duelling sword mastery is at 19/20, then the final level of it has to add enough expertise to allow for max roll modifications or 550 item power/expertise.

It’s all so terribly intransparent. I hate how FS ‘explains’ things and mechanics.

What’s the point of a mechanic called mastery if I can’t actually master a weapon?

Fatshark likes to argue semantics. So do I. Full mastery of a weapon should allow one to have full control over it

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For funsies, here’s what Darktide’s itemization used to look like

compared to the upcoming rework

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Yikes, if this is indeed the case, then yeah most of this is going to fall flat, all the new system will cut out is the RNG in hunting for blessings in exchange for a lot of grinding and even more complexity. If that’s how it actually works and goes live, it will have failed it’s basic purpose.

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We’ve slowly been piercing the veil of obfuscation and BS one update at a time.

Exactly. I’m really looking forward to their next update on the topic.

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