Sainted weapons, what do you think they will be?


I am very intrigued about this; what are you hoping for?

What advantage does a RNG stat-based weapon system offer over a flat system in Darktide?

L4D has zero gear progression and is one of the most popular Tide games. Deep Rock Galactic has no RNG gear progression outside of overclocks. Helldivers 2 has no gear progression. Space Marine 2 has no RNG gear progression outside of upgrades. Alien: Fireteam Elite has no RNG gear progression.

Darktide’s crafting overhaul demonstrates just how worthless Darktide’s crafting is, as we can now simply roll godrolled goods, which is a good thing, but it also make the moronic game design more noticeable.

To me, it just feels like whichever designers/Exec pushed these features at Fatshark wanted the ARPG cake, which was big at that time with PoE, upcoming D4 and Last Epoch without understanding why chasing loot in an ARPG is interesting; loot is the gameplay loop in an ARPG, but in a Tide game, fighting the tide is the main attraction.

Maybe it’s just me, but for me, crafting and RNG loot has no place in a game like Darktide especially singe valancing is a big problem and even more so when you have to balance around blessings and perks on top of weapon performance.

Just a lot of fake choices that are not actual choice performance wise.

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I’d settle for 80*5. But it would be nice with a third blessing. I wouldn’t mind some sort of unique weapons as well. Though I think that would wreck the balance. Even a third blessing would be overkill, but still a nice perk.

They could introduce a difficulty above Damnation and add these things. Keep stats the same as Damnation, but adding more enemies (if the servers can handle it). Alternatively, remove the majority of lesser enemies and replace them with elites and specials. Then a third blessing or unique blessings would be more justifiable.

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Maybe these properties we currently already have, could turn into red unique ability

  • Knife increased sprint speed on heavy charging
  • Laspistol psyker push

I have no clues what ability other weapons would have tho, so maybe its just a bad idea.

but yeah red weapons should come with new difficulty like Tunnfisk said.

Sorry, forgotten to answer.

Nothing particular. And that was exactly the topic.
Perso, I tend to think that putting modifiers on a 80% base has something strange.
So, I wait that stats are put on a 100% bar and that they can reach the 100%. And so, I see only red weapons for this.

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A bit off-topic, but speaking about new difficulty,

I would hate it if they just increase enemy HP.
It would be nice if they introduce some new mechanics. something like bombable Flamers was really great addition

On the top of my head.

  • Crushers or entirely new enemy type got tougher armor, but a tumor weakspot is exposed on their body, positioned differently for each one of them.
  • Trapmines (should be destroyable with a gunshot)
  • Screamers (horde caller)

Guess this deserves a new thread. it would be really fun to read :smile:

I think that we both agree on this.
This is exactly what helldivers has. At low diff, the enemies perform less actions. At highest diff, they can perform actions that make your game harder.
But, on this, I have clearly no hope.

In my opinion, new enemies should be introduced for all difficulties. OR you face the usual problem with difficulties that is players that can’t handle it but try to pick it cause of… better rewards, penances to do or… content they want to experiment (here new enemies)

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I can only assume 100% stats finally

Which really doesn’t mean much

This would be the probability of having any one stat at 60 and the rest at 80. Presumably if you add on the requirement for that 60 to be a in a specific position it becomes 1%?

(For convenience sake this assumes each weapon has only one desirable dumpstat but we are already assuming that these values are discrete when we know there are rounding errors and assuming that the distribution is flat when previous data gathering from Brunt showed curves).

Yes, there was even at least one of the pre-launch dev-streams where they were playing through Magistrati Oubliette and seen using red weapons.

I’m sure it was just a test-build. Probably part of the original plans that were scrapped a long time ago, just before launch.

If they do plan to add them back into the mix, then I would expect some event to do it really soon now after completing the base crafting system. If they don’t add it before the end of the year, they probably just shouldn’t.

Yes.

But it is clear that the rolls are heavily weighted towards 80 point modifiers.
So the actual probability is pretty damn high, while it is much more difficult to get items with 3 stats that are not at 80.

2 Likes

Maybe cause we don’t know real final stats that could be above 80.

12% god rolls in the armoury over the period I collected data.

I think the pre-empowerment stats look random enough. It’s the way empowerment is applied that leads to this pattern.

Edit: It is so much simpler than I thought. Base weapon stats ARE random. Empowerment is not linear so max stats are not as random.

I just recorded the stat changes as a weapon is empowered. Each layer of empowerment adds 6 points divided equally* across all of the stats that have not yet capped out. For example, if three stats have capped then the remaining two will be upgraded by 3 points each.

(* there are some rounding errors in the displayed values and the final upgrade of 5 points might also be a rounding thing or further shenanigans).

3 Likes

Fatshark could introduce Red weapons in multiple ways.
Also, Sacred/Red weapons could have stats above 80 and grades above 500.
But all this will most likely need new difficulty.
Otherwise Sacred/Red would be only 85-90 and that wouldn’t mean much since most missions are failed due to trappers or sudden crazy spawns (10Crushers, 12 Ragers etc.)…

They could also
Add game mode where you lose your weapons upon mission Fail but receive a new craft mat to boost your weapon to Red state (stats 80+).

Add another difficulty above Auric that will drop them upon success only.

Add another craft mat that will empower them to be above 500 grade.

This could be done in many ways, and I would certainly give something to strive for.

I would prefer more stories or even a story/solo mission to give us more information on Tertium.

I am quite happy how the game is now and looking forward to some new stuff :slight_smile:

Either a perfect 100% weapon or being able to manually increase the stats by a chosen number would be pretty alright.

Maybe even an exclusive kind of legendary blessing/perk for the sainted weapons?

That would sound pretty good to me

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