Why are curios the way that they are?

Pfft God forbid they do something so simple and effective. They really saw VT2 and said : nah that’s too good

How so? If ranged enemies are suddenly tuned down you would just switch to melee damage reduction? Personally i think the choice is easy and no brainer and does not help balancing.

This was already nearly impossible to balance with health/skaven/chaos (skaven/chaos is never used in that game) in vermintide 2 its not like this is a new topic either.

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Eh I disagree as I don’t think all enemies are designed to be equally threatening on their own, and I understand that with the ranged focus of the game they don’t wanna give you options to just “tank” all ranged attacks outside of the one Vet feat.

That’s kinda straying from my main point with this thread though so don’t particularly want to go deep down that rabbit hole.

Right, so what’s the argument here? You guys would rather have a dozen worthless stats where nobody in the world can tell you if resistance to Hounds or Bombers is more useful than having stats that allow you to actually tailor your character to the demands of the game?

If ranged enemies are the #1 thing people have issues with they should absolutely be able to build a character with significant resistance to ranged damage. Allowing an adaptive response to the game is the best way to find what needs to be tuned up or down.

Decided to reroll that grim while at it…
And look what came up!

image

Problem is that due to delay being inconsistent I accidentally reroll it again.

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I’ve realized through play that my weak spot is snipers. Every other special and elite I have ways of avoiding or playing around, but snipers have a tendency, especially during hordes, to pop out of no where and deal massive damage.

So I stacked 60% sniper damage reduction across my curious and already it’s saved my butt a number of times. The best part is that if I’m at full toughness I basically don’t take any health damage from them.

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Yeah, done the same. It’s the only one that can really catch you off-guard for massive damage. The rest don’t deal enough damage that you can’t mitigate by other means or they are telegraphed (crushers).

Granted I haven’t seen a curio perk reducing damage from crushers anyway.
My guess is they are supposed to be this big baddie.

I’m not terribly committed to the current system either, I just kinda like that it doesn’t tend to have clear winners, and gives you options to spec against whichever specialist you have the most issue dealing with (and do so in an impactful way eg 60% sniper resist featured in the comment above). It’s not perfect, and it’s kinda whack that pox bursters don’t even have a damage reduction stat.

My problem with the stats to me is there are options noticeably missing, one to two that are entirely non functional currently, some that are significantly under tuned and others that are pretty opaque in what they actually do.

My problem with the system is that having too many stupid stats nobody wants destroys my chances of ever getting a useful curio, and that the stats that we do have don’t allow me to actually adapt in any meaningful way.

The fact that ranged resistance would be a clear winner if it existed is a structural problem with the game. Probably above all else that issue is caused by the fact that they decided that ammo economy was going to be a major balance factor for their weapons, but also the active defense mechanic against ranged enemies is suppressive fire. There are really no weapons that are good at suppressing though because nobody has ammo to waste on a system that is nebulous at best.

Curios should be straight forward, they should have broadly useful stats, and they should allow players to adapt to the demands of the game. It offsets balance issues in the short term, and provides the most accurate feedback about what needs to be tuned in the long term.

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And that’s not even counting the stat boosts that just don’t work properly.

Sharpshooters can do so.
With infantry lasgun you have 1200+ ammo. However, it’s kind of counterintuitive for a Sharpshooter to focus on suppression instead of popping heads.

Granted if you are a Sharpshooter, shooting a few shoots at multiple covers can help before you start popping those heads.

My guess is they tried to re-invent or make a new approach to ranged combat which isn’t focused on killing them instantly but at the same time everyone has been hardwired for years so it’ll be hard to change that.

And as you mentioned, it’s mostly just sharpshooter who can afford doing this.

I think if suppression were more reliable instead of having this “collateral” stat that increases changes of it or whatever it does. People could afford to whip out their gun and shoot 1-2 towards ranged to have them stagger and be suppressed. Making ranged weapon more a tool to control the situation, but that competes with weapons currently being so strong it’s great to kill stuff with it.

Like, if I knew suppression were reliable I can see myself kill the frontline of a horde or push them, whip out my gun and shoot 1-2 times in the general direction of some shooters and then go back to killing the horde and maybe make my way towards the shooters while they recover.

It’s also why flamers and purgatus staff is strong because it’s easy tools to stagger ranged mobs even if they are scatterd by just flailing it around.

Lots of ideas that is having a tug of war.

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Yes:

Yeah i’m not a big fan of having 10 different options either but i’m also not fan of having some stat that you have to roll because its objectively the best thing available. At that point we might just remove the DR options and make health/toughness the only choice that should matter.
This is most likely the reason why we do not see toughness damage reduction stat in the game anymore. It is a non brainer choice.

Melee will simply not be as big of a threat as ranged enemies just due to the nature how ranged works and if melee ever becomes a number 1 threat then ranged most likely will be a non factor, thus none would be focusing on reducing the ranged damage with curio stat.

Anyways i’ve said my piece on this, not gonna distract the thread any further.

The issue is that you’re taking a problem with the game and then inferring that a stat that people would use to adapt to the issue with the game would be the problem.

If ranged damage was properly balanced this wouldn’t be the case though.

I don’t think FS wants lame curios.

I think FS wanted any curios. They had to throw these things together fast once they realized “Oops, it’s months from release and we don’t have a game”.

Incremental bonuses to any random value the players have is relatively easy to implement. It’s not anywhere near as fun or impactful, but fun and impactful things take time and energy and work and they didnt have any of those things.

Yeah, I remember them going on about gadgets that would change up your abilities, or grenade types in an interview or two, but it’s obvious something happened during development, anywhere from the designs didn’t work out or they didn’t get around to it until there was no time left.

Pour one out for Ogryn’s big grenade and Psyker throwing knives, 2 legitimately interesting things tossed for memes.

You can’t convince me in a month of tuesdays that these whole gacha-mobile-game-mechanics are not because of Tencent’s influence. These types of games just scream “catered towards the Asian market”, especially the chinese market.

They kind of screwed up a lot of the itemization in the game by making Psykers the way they are.

Like, the fact that there are no curios that give you more grenade slots, more ammo, or for that matter better warp resistance is kind of ridiculous, but that’s the consequence of creating characters that simply don’t use some of those statistics but making curios universal instead of class specific.

They should have made at least one of those slots into a class specific item.

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