I appreciate you brother, I really do, however I don’t want your earnest attempt at dialogue to go to waste on me; so I’ll be upfront: my experience from “Beta” burned me so hard on this game that I don’t want to ever touch Darktide ever again. Nothing will bring me back except a full rework on the massive pain points that I and many others have on this game. Chiefly of which is the crafting.
I don’t know if you were around for “Beta”, but it was truly horrible. What broke the camel’s back for me was wanting to use a giant chainsaw sword for my zealot only to realize the odds were so stacked against me that I would never get the chance - never mind the rarity, never mind the stats, never mind the suffocating locks, it was a lottery card just to get the weapon.
Now I’m aware things have marginally gotten better somewhat since then, but the fundamental issue is: Darktide’s crafting system is still restrictive to a Vermintide player like me. It was a rude awakening for me to go from Vermintide where I had all the reds, to Darktide, where the game demanded that I repeat the grind all over again except with a bigger time sink. Now I know you can beat these games without the best loot.
I myself do challenge runs like Cata 3+ Onslaught:
Or Twitch Cata + Challenges:
The issue is that I don’t play 'tide games to grind my face off for petty loot. I play these games for the challenge, the teamplay, the amazing gameplay, that’s the end goal for me; the loot treadmill is a massive barrier to that end goal since it:
- Demands a huge time sink.
- It prevents me from fully experimenting with different loadouts.
When you reach the end state for these games you want to have, ideally, a ton of loadouts at your disposal to switch to. The reason being that you want to be flexible for both your team and for yourself. You need to be able to rotate characters if needed. You also need to tinker with your stuff after a wipe to see what needs to be changed - I personally constantly switch weapons after a wipe. In a perfect world the crafting will be like the talent system where you freely pick and choose without any hitches to block the process.
At the end of the day these games are mostly skill driven experiences at the end state where you’ll be focusing on your mechanics and improving as a player so you can tackle harder content in order to challenge yourself. So this whole loot chase doesn’t really mash with this type of game. You don’t want to be frustrated over not being able to experiement with a loadout because RNG decided for you to suffer, that’s not what these games are about.
The 'tide games should be less on wasting your time with loot chase and more on getting a comfortable setup going within a reasonable time frame.