To be fair, an extra 20% on the bars, doesn’t mean 20% more damage. If you look at the damage comparisons of an 80 vs a 60% damage weapon it’s much smaller than that compared to the base. Still meaningful, but may not be as game breaking as you think.
For example, this 67 vs 75% damage chain sword. 8% Difference.
An 8% increase of 206 would be 222.48. But it isn’t. It’s only 5 damage more not 16 (yes this gets increased heavily by talents in actual use). So going from 80 to 100 isn’t actually all that big. Matters for break points but I don’t think it would trivialize everything, as long as the devs balance for it accordingly.
Still be better to do without the whole (RNG) thing though.
I think a point system for modifiers would be cool. And going above 80 costs more. Like point buys in Pathfinder and DnD attributes.
After a day of this being up I would like to thank everyone who has shared their thoughts on the topic and made suggestions on other avenues that could be taken to introduce red items to darktide.
Yeah but you are forgetting that this game has a lot of stacking modifiers. An 8% increase to the BASE damage translates to quite a lot down the modifier chain, especially with Plasma, Bolter, Thumper, Gauntlet, Voidstrike, and Thunder Hammer… possibly hellbore 3 and there are likely others. Sure the majority of weapons probably won’t be too busted by an 8% increase but the more damage a weapon does the more that 8% increases.
Like I said, it isn’t that I don’t want 100, it is that I don’t trust fatshark to rebalance literally everything to account for it. In an ideal world, yes the reds would be 80 base and have variance up to 100 but one thing at a time, you know. 100 isn’t in the game and neither are reds. I would rather have reds because in my opinion it is far easier for them to introduce what is essentially just more blessings than it is to balance every weapon to account for 100 (at least based on all of the previous patches taken as a whole for the direction they are trying to take weapons).
If they were going to change to 100, patch 13 was a perfect time to do so when the balance was thrown into disarray anyway, but there isn’t even a hint of them wanting to take it that way. 14 major patches and not once have they deviated from 80.
Pretty much all my best weapons come from not even playing the game. Just watching the browser plugin while doing other things, logging in, snagging it, then continuing.
man, nobody’s able to explain what good adding reds would do besides “I want my max-potential gear”
i do kind of like the idea of reds being just weapon skins now that i think about it though. we’ve got player skins you unlock through play, why not use the emperor’s gift to spread some skins for the weapons?
Experimenting with breakpoints and play styles, especially with their interactions with the talent system. Instead of wasting unfathomable hours in the mourning star casino.
oh yeah, i used that argument for getting broken gear in games before too. you can just do some math for that, you don’t need to actually build it. and you can test the way it feels without the perfect stats anyway.
My 1k hour statement is true, though. I never said that all had this situation, i didnt even say that the majority did. I literally said that “MANY” players needed 1k hours in the game to even get a complete set of reds.
Furthermore, what you are stating is your wish, same as OP did. You arent taking into account anything else, you are simply saying you arent fine with the current system (which is understandable) so getting a red every 8 missions is preferable (which is also understandable). But that invalidates the current system completely, which doesnt matter to you, because you dont like it anyway, but it certainly matters to Fatshark who put the work in that system.
So we arent talking about how reds could be fitted into the current system, we are talking about an overhaul of the current system to fit reds into that.
If you NEED to reach certain breakpoints, with a specific weapon on damnation you NEED less restrictive crafting and NEED specific Tier 4 perks and blessings with SPECIFIC modifiers. As simple as that.
Remove diamantine cost from consecration.
Let us spend diamantine to
incrementally upgrade item modifiers to perfection (until all are at 80, 90 or 100)
permanently remove locks from our items
learn blessings of choice without requiring an item to take the blessing off of
Once an item has all modifiers maxed and all slots unlocked, hadron is happy, you get a flashy animation and your item becomes red quality.
Crafting issues solved.
Reds solved.
Currently existing items stay relevant and no previous progression is wasted.
Edit:
Maybe add some penances that reward some sick insignias (since we basically do not have any).
“Obtain a red rarity version of every insert class exclusive weapon” (insignia for each class)
“Obtain a red rarity version of every non exclusive weapon” (inquisition insignia)
“Obtain a red rarity version of every type of insert weapon family”(insignia for each weapon type)
“Obtain a red rarity version of every weapon in existence” (no life/big schlong insignia)
I already tried to engage with him before. He is overly negative and probably just a troll, Several people (including the actual topic) have why reds would be a good addition. It is why I didn’t give him an actual response there.
As stated, I don’t really like the idea of being able to craft your way to red. I do like the suggestion for changing diamantine to an attribute material though I do think it should still be a bit of RNG instead of a 100% guaranteed upgrade. Invalidating the vendor with the crafting in that way is not a suggestion they are going to take to heart and implement.
Conter: Diamantine used to re-roll attributes keeping the original attributes if they are better than the re-rolled ones. That way you don’t ruin your item but you also still have a reason to continue to collect the material.
If used for a static improvement instead of random, then it would need a high cost like how they jacked up the plasteel costs when they gave us the ability to just put tier 4 perks on everything if we are willing to lock it.
Another option for reds: They are basically just the same as an orange but have a unique skin and spawn with max blessing tiers and max perk tiers, the attributes start at 70 and can only be better from there with rng rolls. Handing in a red unlocks both blessings on it and gives the skin as well as progress towards a penance (TBD).
Out of curiousity, has anyone found evidence of a +2 wound reliquary? The fact that they’re all described as “+1 wound(s)” makes me wonder. Surely they wouldn’t have put the parenthesis there unless there was one that granted more than +1 wounds, right?
AFAIK, no. At least it wasn’t in the data mine that revealed the 25% and 20% existing in the files. My guess is either they plan on it (and with the new way martyrdom works off wounds +2 wounds is actually needed to get 9 stacks in malice+) or it was a scrapped idea and they never changed the (s).
no, it was probably tested pre-alpha and deemed too good when stacked but they left the language in in case they rebalance things so it’s viable later.
Hell no.
Rng is the worst part of most crafting systems and the most hated part about the darktide crafting system.
Without rng, locks would not be an issue.
You can buy hundreds of weapons from brunt if you want.
You can consecrate hundreds of weapons if you want.
You can spend dockets and plasteel on rng systems.
Diamantine should allow players to circumvent any of the rng trash.
You still have to pay extra diamantine if the item has lower base stats.
You still have to pay extra diamantine if the item has bad bas perks and blessings.
You still have to pay extra diamantine if you want to buy a blessing directly.
All of those extra expenses mean that you ahve less diamantine to go towards maxed modifiers.
All 4 ressources would be relevant.
Beautiful. An other rng system that belongs in the trash.
And you actually want this garbage?
Do you like to be abused and have your time wasted by bad systems?
My suggestion would not invalidate any vendor.
Not the armoury exchange and not melk.
It should have a price that makes the grind reasonably long, but also allows reasonably fast progression.
Where is the issue?
No thanks. This would change nothing and just slightly shift the rng around.
Making it so players can just increase their weapon base stats invalidates the existence of the vendor in the way it currently works because all you have to do is buy the gun you want a couple times in order to get a good blessing and perk combination start point then upgrade it to max.
I do agree that this would be good, don’t get me wrong BUT they will never do this because it is clearly against what they want in the game. Now that they have more players they are less likely to cater to the remaining players (which is how we got the lock change and perk select we got, players were threatening to just quit and there were only a couple thousand left).
Now there are way more players so we don’t have that kind of leverage any more. While I would like that system and I don’t like RNG. Suggesting a partially a RNG system is way more likely to get implemented and the level of RNG I am suggesting for red is a level I am okay with.
If you don’t like RNG you are playing the wrong game. You are just going to have to accept some level of RNG. They had the chance to get rid of locks and instead they just changed how locks work. So locks are probably here to stay.
That option for reds I gave there would change a lot. 70 baseline is huge with high likelihood of maybe even all 75 or an 80 and an equal distribution. Also getting a skin and both blessings instead of just one blessing, sure long-time players may have no benefit from that because they have all of them but newer players that don’t have everything unlocked yet? Gotta think about the big picture man, don’t be so negative, we don’t need negativity, that doesn’t solve anything.