Compare two predatory F2P games using all the evil tricks from mobile hell including shameless pay to win: Warthunder and world of tanks:
Even in these extremely grindy games you know what you’re grinding for and in the end will have exactly the vehicle in exactly the configuration you wanted…
I think this comparison is interesting. And also very unfair. 
The tank games are designed around not giving you gear you can enjoy. When you start out with a tank, the haptics are terrible. Slugish, slow, power of a wet paper towel. So you need to grind to get the tank to a state where the tank itself doesn’t fell bad. But once you have finished your tank, you are still paired 2/3 of the time against tanks that are 1-2 tiers above you. So there’s a strong incentive to get a tank of the next tier to escape this bad matchups that leave you as cannonfodder in your own game. These games are designed to keep you unhappy to keep you grinding.
Darktide doesn’t. Darktide gives you gear you can enjoy right from the start. Every weapon feels fun to use and impactful (in the lower to mid difficulties). Whatever gear you got, Darktide allows you to go on a power fantasy rampage and enjoy the flow of the game. The only gating is on some options up to level 15 or so, which were imho mostly done to make the game less confusing for new players. But you are not locked out from fun gear by either playtime or difficulty.
The “problems” actually start when people set their eyes on quite specific gear combinations. Often the broken ones. But it’s nothing the game incentivices you to get. Imho quite the opposit. It’s imho nothing people want to get because the game makes it more fun to have. Unlike games with dark patterns do, and which imho actually mainstreamed the farming mindset in the first place. Top gear in Darktide is imho something players want because it’s available, even if it damages the game experience.
To me, players farming for broken gear, and then complaining that the game is too easy when using it, is a somehow odd dynamic.
Btw - it would have been possible to combine both ways if they wanted to, they decided for pure gambling and I hate it.
Imho it’s not that easy to combine different crafting approaches without there being complications in some way.
To consider the three most discussed ones:
- Drafting/Shopping/Lottery: The current system. Getting mid to good gear is quick, you are never out of a weapon you want to try for more than 2 games. Getting a blessing or perk in mid tiers is easy. The odds are mostly distributed around mid to good gear, but getting gear with 4 desired options at high tier and optimal damage stats is a lot less likely. So the system provides mostly variety around mid to good power levels. This is nice if you want to play on Malice, want to enjoy loot, but not be pushed out of that difficulty level by giving you weapons that feel like cheating and make the game boring. It imho also works against players trying to force meta builds and netdecking onto other players. (Actually kicking players for off-meta builds was a thing in VT2 even on mid difficulties)
- Deterministic grinding: The game locks the good stuff behind playtime. I hate this, imho it’s one of the most direspectful things a game can do. A short timespan is tolerable, but longer timespans actually make me quit an otherwise game. The two downsides are imho: It locks new players, and sometimes Chillers, out of game content. Since the game assumes that players will be at top gear at some point, that’s often what the experience is balanced around. Anything less than top gear often feels like filler.
- Free weapon mod choice. The shooter approach. Works nicely if you don’t want to grind or don’t want gear loot. It’s something I can live with, but it doesn’t feel very tide gamy. Getting loot drops and shopping for gear is imho a nice bonus experience.
Both the “Deterministic grinding” and “Free weapon mod choice” would change the actual powerlevel of Darktide. Introducing them without this being the case would imho be hard. Top weapons would became the new normal, and the low-mid difficulties would have to be rebalanced accordingly to keep them fun. Even with Darktide being a power fantasy, I don’t think I would enjoy “demonhosts only require two hits” as default game mode.