Only being able to reroll ONE perk on an item is asinine. You need to change this NOW

Daily reminder that this crafting system is the best they could do after scrapping the old system with choosable attachments because “it didn’t fit the theme guys!!!1!1!” (Fat shark is lazy and doesn’t wanna fulfill their promises after the game released and are hoping the playerbase doesn’t remember that they already did enough work for it to be possible)

Yes I’m bringing attention to my own thread, we should bring attention to the fact they sure did “think it fit the theme” back in late 2021, so much so they delayed the game only to remove an advertised feature


I do not care about being “fine”. I want to be allowed to work towards improving a Loadout that fits my Playstyle. Currently I am not, because it’s completely reliant on RNG. Nothing I can do by simply playing the Game influences it. This is the main Issue Players raise in this Thread and few others. Because Players should be allowed to improve and eventually perfect their Loadout and experiment with different Setups without the RNG Shop gating them. Adding another RNG System on top of that is just ridiculous.



Sure, buddy, it’s not about having the best weapon (“as good as it gets”), it’s about progression. Motte and bailey as I said.

Yes, eventually I want the Loadout to be “as good as it gets”. And I do not want to check the RNG Shop every 1h, I don’t want to check Sire Melk’s vintage cabinet of uselessness every 24h. I want to play the game and work towards this simple Goal. Eventually I will get there, be it in 20 hours of actual Gameplay or 120 hours. What matters is that currently nothing I do in the Game influences this in any palpable way.


Yeah, they should really add a “reroll with in-game currency” option to both shops and switch the base reset to daily instead of hourly. That would at least incentivize playing more instead of logging in every hour. I don’t even know who thought the simple hourly reset was a good idea.

No, they should not. They should rework the RNG Shop and introduce a System that allows the Player to buy whatever Gray Quality and heck, let’s say barebones 300 Base Stats item they want to. And then work it up through a thematically fitting Weapon Restoration System that allows the Player to improve the Base Power Rating of the Weapon, improve it’s Stat Distribution and then Consecrate it to raise it’s Quality, add Perks and Blessings and reroll them if the Player sees fit. The RNG part of the Shop will remain and maybe provide “shortcuts” here or there. Make the costs increase depending on Quality level, introduce caps to Base Power Rating depending on Quality, just make a functional System that allows the Player CHOOSE what they want to use and allows the Player to improve it by PLAYING THE GAME instead of waiting or rerolling the Shop as if this was some Mobile Game.
Because this is what RNG elements should be in a “gearing loop”. They should provide a shortcut should the Player get a lucky roll, they should not have the potential to completely prohibit the Player from ever obtaining the Loadout they desire.


What they need to do is give us manipulatable stats through attachments and compartmentalizations of weapon specs through components like they advertised. I’m going to always complain and rail them on this because I know FS is better than this. Vermintide 2’s launch state fulfilled every promise they had for the game and it’s features- and the fact they just didn’t want to put in the features they promised/implied and advertised for darktide when they delayed the game twice tells me something is very, VERY wrong over at FatShark HQ.

“It doesn’t fit the theme” is a cope for them not wanting to put any more real effort into the game, even though I know full well they have it semi finished- the weapon stats tell me as much that they built a system for attachments to fit in somewhere

Yes, weapon attachments do fit the theme, you even agreed with that sentiment a year ago, FatShark. Give me what you promised and what I thought we all payed you for


If what the player desires is: “the best possible thing that is clearly unobtainium by design” then sure, it’s not possible currently.

I know FS promised the WoM system, but guess what? They lied. We have this system now and based on FS’s previous development habits you might get something like that watered down around 2-3 years from now locked to a single game mode.

Ask for a modded realm where you can just get all maxed gear right out of the bat. That’s what top players did in VT2, you will have better luck with that.

I for one see the upsides of the current system and it could be pretty good with some slight changes like shop reroll and favored item tagging etc. I like your idea, it sounds awesome, but I prefer having this one properly implemented instead of cannibalizing it to make something that feels bad (like VT2 crafting) just to make players (who can’t stand not having top gear) stop complaining about a few stat points and 1% less crit.

Making Gear Acquisition follow Gacha rules is the absolute worst way to handle it in a game like this. Not even Destiny 2 does this, it’s simply ridiculous.
It’s not about “the best possible thing” being “unobtanium by design”. It’s about the simple fact that if a Player is terribly unlucky they can potentially NEVER see a Weapon of the Type they want with usable stats. I am going through exactly that regarding a Plasma Gun for my Sharpshooter. It’s been over 3 days with 0 chances at even a mediocre one and my Standards aren’t that high. There’s just NONE in the shop for the 3rd day in a row, not even a really bad one, and no, rerolls aren’t the answer to this. The answer is to let the Player pick a Weapon they want and improve it if that’s what they desire. Or pick one of the RNG Shop wares for a quick workable solution.


Funny thing both of you forget- is if FatShark had finished their weapon attachment features then we wouldn’t be having this conversation in the first place. We’d all be too busy kiting ourselves out with the finest parts we could find/buy. It would have been so cool to get different models for weapon sights that had certain traits that were given off by their design (something something scopes have higher zoom, irons have better ADS ready-time and target acquisition or something)

Almost every player would be in hog heaven having fun experimenting or showing off their design choices

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Now now, this isn’t CoD and it wasn’t designed to be CoD.

Ew, no. The athanor was a great overhaul to the base vt2 system (which sadly was only implemented to a niche game mode within a dlc). Every friend I’ve tried to bring into the game hates the base system, and they only like playing chaos wastes. It turns a lot of people off when there are overly convoluted rng progression systems.

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eh chaos wastes i can give a pass because its only in that particular run each time. its an arcade mode to me. but it as a core gameplay? nah, thats not my jam. i wanna be invested in my weapons and how they feel, how they look. and whats on them

so… i agree with you? but for weird reasons and in a backwards kinda way

How is anyone arguing for grind longevity?

Do people want it to take 10 hours to hopefully get that 5% crit chance up from 4% for your otherwise perfect weapon? Should it take 100 hours? Or should it be so absurdly rare that you’ll end up playing another 400 hours dreaming of the chance for a measly 1% extra crit that wont ever come, because the devs have artificially expanded the equipment grind.

Why does it need to be any harder than VT2, no one ever complained that the gear system needed more grind.


Somehow this system is the Devs idea of reducing RNG and giving more player agency… When it has achieved the exact opposite.


Thanks, for that.

When I first read about it, I hoped for a system like in Fallout 4 (regardless what FS had told us exactly at this point), at least something like in

  • World War Z (where one “unlocks” variants with other attachments)
  • Far Cry (were one could add upgrades/ attachments to specific slots)
  • Resident Evil 4 (weapon stat upgrades and some attachments)
  • Deep Rock Galactic (stat upgrades and other modules/ attachments)

An example from Fallout, how I expected the direction we will see crafting:

Of course, referring to my list, I rather expected a “swap” or “variants” feature, but, Omnissiah be praised, it was quite the let down as I saw the “Shrine of the Omnissiah”.

Now thinking about it:
The variants we have are rather misleading and bloating up the store. Especially if we get more weapons down the line.
Disregarding the different optic for now, if one looks e.g. at the Ogryn “Ripper” one gets:

  • Faster/ slower burst
  • different shot patterns
  • “More accurate” shots, but no full auto when braced

So, wouldn’t it make sense, stay with me, if the Mk XX variants would be reworked and become an upgrade/sidegrade at the Shrine? So if one wants this pattern or that (of course with some stats/details to compare it) one could order the work done via Hadron.
Especially because the variants EXIST it would be no tech heresy, against the lore or additional workload or the like.

It would freeing up slots in the shop for more stuff to buy overall and making “adding weapons” in the future more easy/ streamlined without cluttering the inventory/ shop.

Now the fun part:
The different “skins” would be free to be added to any “variant”. So if one would want a “Dreg”-looking Ripper one could without sacrificing the gameplay.


I can not fathom that there are individuals in this thread arguing for the unsatisfying loot progression we currently have in Darktide. It boggles the mind. I am further irritated that the common argumentation I’ve seen in other places is being deployed here as well: if you get best weapon people will stop playing - it’s such a contrived and lazy argument for the uncreative.

I have over one thousand hours in Vermintide 2:

I have the reds - too many in fact:

Despite that I’ve gotten reds for each character I will continue playing because the game is an enjoyable experience for me. Reality of the situation is that loot and level progression has always been an annoying barrier to the 'tide gameplay. People always cite that as the biggest factor why they stop playing: it’s too slow to level up, I didn’t get the piece of loot I wanted, or that they don’t find their time invested being rewarded proportionally. I am confuddled that rather then streamlining that specific process and doing a better job of easing players into the game. Fatshark has doubled down on the negative parts of Vermintide. Which is a real shame as it showcases that they didn’t listen to the feedback that Vermintide 2 received over the years.

I must make it clear, for those who champion the looting aspect as being the biggest component of 'tide, these type of game are not like Diablo or Path of Exile or any loot oriented game. Once you get the best loot in 'tide, that is it. You’re free to focus on improving your skills so you can get good at playing the higher difficulties. The shorter it is to get there, the better, period.


In fact a lot of newer players complained V2 was way too grindy and quit the game.

And V2 was 20 times less grindy than DT.


It’s pretty much spot on what you said. They clearly don’t know that good loot and lots of it actually encourage more play time not the other way around. This has been proven is so many multiplayer games that are loot based.

Getting coins at the end of a T5 is just a joke. By the time they fix this, they will have lost a player base and all that will remain is some diehards. It’s a shame because if they had good loot system in place, the game would have been a big hit.


If this is the “crafting” they are implementing, I’m done.