They didn’t say that. Here’s the blog post, where they actually say this:
We have learned a lot from our previous choices and gameplay surrounding crafting offered within the Vermintide series. For Darktide we wanted to take those lessons to expand and improve in such a way that crafting would become a central pillar of player progression, while giving more impact and agency to you, the player in your preferred playstyle.
Which is true. We discussed progression a whole bunch in this thread over the last few days, and the largest components of progression are the often, but not always, random (because of Melk) collection of blessings and improvement of weapons.
But then they said this…
The nature of randomization and repetitive actions sometimes seen within crafting is something that we are steering to avoid in the crafting system within Darktide. Meaningful choices will be made with strategy and goals behind them, as you set your eyes upon that perfect combination of melee and ranged weapons for your class.
And that’s true too! They’ve steered the system away from pure randomness, for instance with the totally-deterministic perks selection. And, after collecting blessings, you have control over those too. The locks prevent perfect control over them, which is frustrating, and there is RNG throughout the system. But there’s no longer the 100% random bullcrap from VT2 where you just roll and roll and roll, with absolutely no control over the results except to pay up or give up.
And there are even different strategies for collecting T3/T4 blessings – which increases a player’s agency in the crafting system with each new blessing – and I’ve seen people arguing over them as recently as today.
The only issue in all of this is that they used the word “perfect” in that last sentence to describe the combination of melee & ranged weapon you bring into a fight.
That is, a year out from launch, basically just a list of things that are in the game now, with a couple of exceptions I’ll list below. I urge everyone to read it.
The first thing I see in there that wasn’t delivered as “promised” is one line from one developer interview long before the game came out mentioning scopes. Things change in development. That changed in development. I hope we’ll get some kind of attachment system, but it was never sold to people as a feature.
The second thing I see that could be argued wasn’t delivered as promised is “a much more dynamic and deeper storyline.” I personally think what we’re getting now, with Traitor’s Curse, is the first clear step in that direction. But it remains to be seen I suppose. Seems more dynamic for sure!
And my favorite part of that list is: “a new class every quarter.” Yea, we didn’t get that. Instead we got the equivalent of 8 in one year, alongside a whole new talent tree system!