Do Grimoires Need A Rework? (Warhammer 40,000: Darktide)
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- čas přidán 29. 08. 2024
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Correction at 3:36 - Grimoires do not have true random spawns, but have between 3 - 6 specific spawn points for each map that are randomly chosen between
This make half of the video pointless, especially combined with fact that maybe two maps force you WAY out of "main path" to collect grim. Not to mention that there are other pickups to collect, so exploring is just part of the game.
For the 2nd half - if you are selecting a map with grims on it, just be prepared that people want to collect them. If you end up in lobby with them via quickplay - communicate...
Only two things I feel like downgrade from VT - grims and books are not spawning in every lobby, and you can't get both of them. It was pretty fun and challenging to get all 5 of them.
I'm totally fine with challenge when picking them up (regardless of class I'm playing).
@@ang3lek I actually hated books in vermintide, they were not that challenging, but force passive play and wasted time
@@williammclyr3330 you do you, but they were not forcing you to waste time, rather to play more efficient, as you didn't have the med pack crutch in the pocket. The longer you linger in the mission, the more HP you potentially loose, as you need to clear more enemies, so they promoted moving swiftly and efficient clearing and thus not wasting your team's HP pool.
Beside that - for example waiting for a boat to arrive with 3+2 was challenging, without them it was just trivial.
@@ang3lek if you wanna challenge you could entirely skip books and play cata deed using that old bug (don't know if it still working). This gives much more challenge and forces to play better at fundamental level, later you can switch to dwonc and things like that
if you're a psyker or a vet, having 2 grims in the team means you get your one and only wound eaten away in just a handful of seconds fresh off medicae charge. it's so brutal.
The worst part is how it can turn a small group of regular enemy shooters into death squads where just a few hits can drop you dead (Emperor forbid you get caught by more than 1 gunner in the open). It really sucks when your a vet with a build specifically made to deal with specials and elites and you suddenly have to spend all your time at the very back unable to do your job because of how squishy 2 grims have made you and just keep draining your HP further and further.
Yep. The risk is far greater than the small benefit from getting them. Which makes them rather useless.
In vermintide, its additional selling point is its secrecy and the feeling of "who would've known it was there" while this one is just... it's just there. The extra reward of coin is also extremely mediocre while an entire castle made of diamantine is rotten in the stock. If the scriptures and grimoires would give me a converter of diamantine to plasteel like how we can convert dust, it would have its purpose while also maintaining it to be optional. I think they could also make an opportunity to tweak some talents and the purity aura of zealot about corruption management like how warrior priest functioned, so that we would outright knowing a teammate picked the build (seeing which aura they chose) and encouraged to find the grims.
Skulls were implemented way better. They're fun to look for, you'll get some minor rewards and it counts toward a greater thing - a penance for finding the skulls on each level. Grims just..kill you..
I dont agree. Jumping from platforms and playing as a Super Marior player is not good thing. BTW I did all grims as veteran.
@@w0lfgm to be fair that skull with jumping from platforms is only 1 skull. the rest often involve puzzles. equating all the skulls to jumping like super mario isnt a fair comparison.
@@heroicryan6257 actually 2 skulls - Vigil Station Oblivion and Archivum Sycorax. The 3rd, the map with special ammo I have done
Putting the health drain on a single person doesn't really change anything. Now you got one person wanting to rush ahead.
They do. They were worth it in VT2 (though, like you said, not the best) for raising the vaults to Emps, but just a little extra cash is just a garbage reward for the pain it causes in rando groups. Despite the implementation of penances around it, *no one* bothers with them.
Agreed you can literally just reroll it because a) it hurts a run without giving a reward except extra money/xp and b) it's only for select missions, while in vermintide 2 it was all missions
The reward needs to be massively increased to justify their taking. For the minuscule increase in dockets they provide, I would say it’s fair to make it affect only the grim holder. I would actually prefer it just to affect the grim holder so the penalty is not forced on those not wishing to partake.
If it’s going to affect the entire team, it either needs to provide plastered or diamantine or collecting both should reward a second weapon drop at the end of the mission. As it stands, there is simply 0 incentive to grab them as the cost is way too high for the benefits.
this
Seconded RE: providing a second weapon drop. Maybe it's blue with 1 grim, purple with 2?
Grims didn't need to function differently from VT2 so let's get as close to that form as possible.
They should do a %ige of max HP as corruption which you can't remove and shouldn't have a ticking corruption mechanic.
The reward for getting grims to the end of a mission also needs to be substantionally better.
They should have predictable spawn locations and be on every single map.
I actually like them functioning slightly differently than in verm because it makes them feel unique - That just shouldn’t come at the cost of an inferior design philosophy.
I like the idea of removing the penalty from the entire group and doubling the penalty on the person who picks the grim up. This would give Ogryn and Zealot players an additional “role” in a grim run, which is always pretty neat.
I’d also love for Grims to award 50 Plasteel or SOMETHING more than just Ordo Dockets.
I'd also add that grimoire corruption resistance is its own stat on curios separate from regular corruption resistance. It takes up a precious slot on your curio(s) and asks that you prepare in advance for grims, which obviously isn't always viable nor optimal in quickplay. Since every mission in Vermintide had grimoires in static locations, corruption resistance was a fairly reasonable stat to run. In Darktide, even if you're deliberately running grimoire missions, it's still a dice toss if everyone finds them or even wants them in the first place. It's a bad degree of inconsistency that seemingly wants you to make loadouts for slightly better returns under a specific random optional objective. Not that grimoire corruption resistance is mandatory, but it sure would have made some quickplay matches I've played as Psyker or Veteran a lot less miserable.
Regular corruption resistance also effects the corruption you gain from grimoires which makes grimoire corruption resist redundant as a whole anyways. From what I can glean through the design behind both of them grim corruption resist is supposed to be more potent than normal corruption resist, but since normal resist caps out at 15% and grim resist caps out at 20%... its just not ever worth it for that extra 5%.
Grim resist really needs to be wildly buffed to even be worth running in the first place
Ironically, not the specifics, but the generalities of what you mentioned about grims can still be applied to penances, too.
I feel like the simple fact that I've encountered people who actively encourage others to pick Grimms up only to IMMEDIATELY destroy them just so other people can't pick them up and thereby brick the team says a lot about how problematic they are.
As they are, with the rewards they give being a pathetic amount of dockets and XP, and some progress towards a singular penance track and a Melk contract that you'd always reroll away anyways, the corruption on teammates is an egregious penalty. If the rewards for extracting with one remain as crappy as they are, the corruption gain and flat corruption should only apply to the person carrying it.
In my opinion I would reward the players with an increase of plasteel/ diamantine with each grim pickup and guarantee random 370+ base weapon
Yeah bruh that’s a good idea
You're not slick
On top of all that, succesfully getting both grims (and 3 scriptures) then finishing the mission with them should reward you with a much better weapon at the end (or an extra weapon) with good perks/traits. To incentivise teams getting them.
370 weapon or higher would be rad
Moving the penalty to the carrier of the grim is an idea I like. I play at a level that I think a quick play can make it through. I don't sign up for something easier than I would like with the belief that someone may decide to burden us with a grimoire. When one member decides they're going to make it harder on the entire group I tell them to put it down, then leave if not. Difficulty scaling could be done so much better than an individual's decision if they want to raise it on the team.
I love darktide and was talking to friends just last night about how it could improve. We love the new voice lines on the Morningstar that hint at something bigger going on, and the slow drip of narrative content but new maps are not necessarily the answer to bring freshnes back;
While searching for the relic skulls we realised just how many maps actually intersect, cross over or run parallel to one another. So how about opening it all up as an open map with a new game mode that is similar to the 'deep dives' that are in deep rock galactic. Multiple objectives that you can complete in any order and if you want you can make it to an extract point and leave whenever you like, but the long you stay the more intense the difficulty gets but the more rewards you receive at the end. Just an idea that we thought would be fun and breath fresh life into the game but without a ton of new assets needing to be made and so on.
Call the game mode 'combat patrol' or something and it takes place in the various regions such as 'thronside' or 'the hourglass'
I really like the idea of Grim holder being the only one affected by Corruption AT ALL. Unlike V2, Grims/Scriptures takes up the Medicae and Ammo slot which is a lot more impactful to the entire team compared to Potions in V2.
I'd also increase the rewards by a lot. Every Grim retrieved at the end of the mission grants an additional random Orange gear. And for Scriptures, as long as you retrieve at least one, you are guaranteed a Purple with increased chances of it being Orange, +30% chance for every Scripture (90% with all 3 Scriptures, with 10% wiggle room just like Ranald's middle finger with full book runs in V2).
Auric mission is 40 000 Ordo, 10k XP (even tho it's pointless for auric missions to give XP since you need max level to play them...) and purple or orange weapon, I truely don't care about 1000 XP and 800 ordo for a grimoire, on top of that they aren't fun to get because they are just lying around. Skulls are basicaly the new grims, they force you to fight an extra horde and specialist spawn on high difficulty
Maybe instead of adding corruption, the grime could add difficulty modifiers called curses that could be removed by throwing away the books. Could be things like less item pickups, more frequent hordes, higher density of a certain enemy type. Could even have Hadron or others come on the vox to give their “helpful” commentary to explain the curse. Could also be funny if they chastise the team if a grim is thrown away
1.option to drop Grimoires 2.quick missions not have Grimoires. 3. to be able to have Grimoires and deployable at the same time..
How to easily fix grims.
Make grims only give the health debuffs to the person carrying the grim, not the allies. This would make everyone happy, grim player gets what they want and people who don't want grim debuff get what they want.
Grims are done well in VT2. It makes the maps feel utilised and the rewards/handicaps give it a nice challenge. It also encourages you work more as a team since you don't want to lose your grim holders and the pace just feels different compared to Cata. I know I'm in the minority but it's because of these reason I prefer legend + books over Cata.
I think Daemonhosts having a guaranteed grimoire drop would be cool on maps with the grimoire side objective in addition to the normal grimoire spawns. (Allowing for possibly up to 4 grimoires for challenge runs. Yes it's grim, but it would be a neat challenge.)
It's kinda crazy to me how Grims were mandatory pickups, as decided by the community, in most games I ever played. In Darktide, I don't think anyone even knows where to find them purposefully.
the chaos damage only to the grim-holder would be a good idea if it didnt lead to the fact that then just some people wont pick up the grimoire. it's a team game that doesnt really give you incentive to play with a team and most of the veteran players (not the class) you see just selfishly ignore all resources because 'they don't need them'. add something to the old players to give them reasons to actually be nice to their teams
Also everyone took the tomes and grims in Vermintide because of one thing : the value of the end reward.
Except for the new penances nobody will take grimoires unless there is a real reward in the end and not just Ordo Dockets...
Unless they add Red rarity weapons which you can earn a small percentage bonus chance if you bring Grimoires in the end of a mission, only available in Auric Missions.
I think it would be a great idea if they make with fixed modifiers you can be up to 100% with a unique blessing, here one of my example ; Rannick's judgement (Revolver), unique blessing : Wrath of the Inquisition aka the first bullet of the revolver always deal 100% more damage if shot in the back of an enemy. The damage modifier is always set at 100% but only have 30% Critical Bonus, 50% Reload speed and average + stats in the rest.
Running 3 grim resist Q’s helps a ton.
Personally I think the grimoires should be worth more ordo dockets for completion of the side objective in a way that reflects the difficulty they add to any given mission when opted into. Also think it could be worth swapping the book requirements between the Grimoire and Scripture side objectives. Like instead of it being 2 grims and 3 scrips it should be 3 grims and 2 scrips. That way when you're trying to do contracts and such, going for grims helps expedite things with more books in fewer missions but with a corruption risk while scriptures will be the slow and steady corruption-free approach at the expense of needing to complete more missions.
I definitely agree with your points though about making grim spawns in fewer but more specific areas and having the bulk of the corruption mostly affecting the holder. Personally I'd love it if the grims could spawn in only like one or two rooms throughout any given mission but have more spots to hide in said room, especially if that room happens to be one where the team has to stand their ground for a bit before progressing anyways. I think it would be particularly cool if the jail cells in the Torrent could each be a potential spot for a grim and maybe be able to open like 2 or 3 cells before the other jam rather than just being able to spam cell buttons to open them all. I think it would add a nice puzzle element to the Torrent
I think it'd be neat if grims totally wrecked the holder, but teammates could interact with the holder to split the burden
If I could get plasteel and Dia as part of the grim rewards I'd do it a lot more. Right now it's just a random inconvenience for a tiny amount of coin. Even if they went the hell divers route and gave small pieces of store currency for doing different quests we'd be happier about them.
They should roll it in with the crafting rework, make grims currency that has to do with optimizing weapons. This also means you can scale them with difficulty, high difficulty grim=more grim currency. Honestly they could alleviate the current system without even changing anything even if just that was implemented where you could inch forward on optimizing items by running grims.
They could even take a page of DRG's book and make it more like an mini-event. If you think about it these lil grims seem pretty dangerous and its a bit crazy they aren't destroyed on the spot. Or you could have it so you feed them to daemonhost for an optional boss battle or you need to currency to open optional difficult areas (thereby making one person able to pay the 'fee' from their existing grim currency if they want). Naturally these should scale with some rewards. Basically, you can implement it so player choice is heightened and rewarded.
More rewarding and spawns near more lore accurate location, like near cult iconography (not just in random corner)
They should add a difficulty Grim: Auric-Maelstrom that you already have a "grim" debuff modifier that increase difficulty, instead of lousy corruption overtime or a game mode to make game fun.
7:57 I didn't know you could get the grim that way. Thought you always had to drop down from the second floor.
The Penances aren't enough reward. I'd want better weapon & curio rewards. Also, bonus missions/maps from Rannick for hitting a quota of Grimoires would be good incentive.
As an aside, what's your favorite voice line/story hint between the Mourningstar crew? The Sky Reavers reference, the possible Eldar ships sighted at the edge of the system, or Sefoni sensing a Blank?
My main problem with them is simple..... WHY IS THERE NO REWARD FOR THEM ???? idc about XP or dockets or any currency... why don´t we get extra gear upon completing a mission with them, or better yet give us random weapon blessings... it just feels pointless to ever pick them up
They need to be a pregame lobby voted option. Because nothing sucks when you have a build that has no corruption resistance along with a selfish teammate that doesn't know how to communicate with others and play a cooperative game
about quickplay in general i would not touch it dead if plasteel wasnt so awful to grind
I think the risk of both scriptures and grimoires far surpasses the pittance you get as a reward. That, first and foremost, needs to be improved. But it would need to be a hefty plasteel prize if they're going to continue dragging their feet on trashing gear gambling.
I honestly don’t care too much about the need to search for grims, but I very much would prefer the penalty be on the one who picks it up. A flat percentage would still be fine in my book, like in V2. I always appreciated when the tanky characters picked up grims for me.
I don't feel like grims themselves need reworks so much as rewards need to be balanced for the threat they place on the squad. Considering one grim on 5+'s is nearly enough to wipe on its own there needs to be a better reward than, what, 8k dockets and some xp? I think the easiest thing to do is just add an additional role on the mission screen for each grim and guarantee blues if a single one is extracted with.
I recognize this change would encourage lower difficulty grim spamming for folks farming for their blessings still, but don't feel this would drastically impact the current, heavily established player base.
Once the crafting rework hits sometime in 2034 I think it could also be worth talking about crafting mats as rewards.
r.i.p charlie 7:31 :(
Why not simply have a book run option and no-book option. In the latter there wouldn't be no books at all, so if a player chose to play in that version they couldn't force the books on someone who clearly doesn't want them.
As a side note, my general experience in (Vermintide 2) book runs (usually on Legend) is that even if a person asks if "books or no" often the answer "no" is still met with picking up books which (to me) has always made it a mute question. Books are also the reason why trying to chill in Legend often ends up not being all that relaxing whereas in cata grims are rare so I know I'll have full hp to work with instead of getting 2 tapped and die (since I don't take curse res).
I also have found it strange that a game where the objective as I understand it is to move through the map, maybe doing events here and there has been muddled by adding books off the beaten path and obscure puzzles, all of which just goes against the flow of the game. It might be a fun thing if you play with friends and have coordination and communication and whatnot, however if you have 4 people each with a different idea of what to do it just makes it more messy. Or doomed to fail since specials make for a poor exploration game.
And for Vermintide the Onslaught tournament shows that the fun part is trying to get through the map and fight off the enemies.
In case that's not clear already TLDR; I hate books with passion in both games. Might be a skill issue, of course.
I used to have grim and corruption Resist and asked if people wanted to get them. After months of being told no I swapped off the unused perks from my curios.
More stamina regen. Damage resist to mobs. More flex.
Me: wow 😯
Now I want to try picking them up. But the cost if I’m not an ogryn, and even I am, is too much, for myself and the team.
The rewards are smole. I don’t mind the challenge. But no one else does. I don’t pick them up.
The flat amount is too much for small health characters. It’s The rot is too much for again anyone who has low health. And I’d rather have low health for high toughness. I’d say that the rewards need to be boosted and you get a chaos buff while holding the grim.
A buff to the person using them encourages the selfish nature to feel godlike. Players will want it to just feel a massive damage or cool down or peril resistance or faster cast like a permanent stimm.
You might think oh but it might ruin team gameplay. Not if your team is sticking together. Because coherence makes sticking as a team to do better.
I’d say do something big for the reward. Maybe even weekly dockets for getting them to spice the deal further. Really want to spice it. Make them grant real currency for cosmetics. Small to encourage the grind but like after 8-16 missions maybe? Just spitballing on it. Can’t make it too easy to farm but gives the options for those who do grind to buy fancy clothes for getting the haul done. And ALL in the group get the reward encouraging people to keep working together.
Problem: people trashing the books on pick up.
never had any issues with grimms specifically, just quick play overall. With an uncoordinated team which is at least 80% of quickplay games for me, darktide missions take a really long time to finish. That has always been a problem in my games. I generally finish games with a full lobby in around 20-30 minutes but every game with randoms is always at least 40 min. That makes the game feel extremely unsatysfying considering that the rewards for completing missions are still incredibly lacking, as well as the randomness of the rewards and the really poorly designed weapons stats with the random %. I also feel like there's very few maps still and the game feels repetetive, which im sure will stop being the case once there's more maps added.
At least in Vermintide you do get better loot even at max level on CATA
For Darktide as someone who mostly plays auric damnation if not auric maelstrom I don’t think I have ever nor ever seen anyone else pickup a tome or grim
Especially with Psykers on the team you just shouldn’t with them, no valued reward outside of xp which is useless at level 30 of course
I liked the jumping puzzles in VT2 and they gave you a little risk for lots of reward.
In Darktide they aren't fun to find and the reward isn't nearly worth the risk.
Interesting solution proposal. In my opinion, I think the flat health reduction should be halved but double the rate of corruption gained as a result (whether it should be teamwide or individual, I'm not quite sure). Currently, Zealot's Beacon of Purity aura is the best way to mitigate a grim, teamwide. Another aspect that should be discussed is the rewards. Even if your team can deal with a grim, there is no incentive to get them. The penance can be completed easily at low levels, Melk has better contract alternatives, and XP and coins are equivalent to receiving pennies. Vermintide's grims and scriptures increased the rarity of the chest type, and therefore greater chances of higher tiered items. If Darktide can do something similar, such as 2 additional Emperor's gifts from the mission, then that may be worthwhile (since difficulty is already tied to rarity, increasing the quantity seems like the best solution). With the crafting changes on the way, a grim rework could be huge, if FS decides to do so.
Love you JTC, but every time you say "Let's Talk About It" I just remember MGK trying to diss Eminem
lmao
The grimoires have absolutely no place in the game right now. Reward is next to nothing. Contracts require far to many, so you should always reroll that one.
The only way I've ever used it is as an extra difficulty modifier in Auric Maelstroms and High-Intensity Shocktroop Gauntlets. It feels like it becomes a dare in public matches. You can't really back down without loosing face, and we're all in it for max difficulty anyway.
They could use something similar to VT2 for both grims and scripts but for gameplay, it is extremely favoring zealot and ogryn players for their massive health and toughness economy. While bringing massive health disadvantage for vet and psyker players, forcing them to take extra wound curios and corruption resistance. And that indicate really bad gameplay design. Grims should provide more rewards while providing a fair challenge for all classes.
I say to remove the grim corruption resistance curios perk, adjust the corruption rate for each classes and more rewards on completion.
Right now after the recent patch, it is kinda worth to do them for penance points but you can complete the 4500 penance point without doing grimm nor script.
TLDR: Yes, it needs rework.
A major issue with your suggested implementation is that it would make pug teams more toxic to zealot players who don't pick the Beacon of Purity aura, similar to how they already react when a vet doesn't take survivalist. BoP essentially removes the over time corruption element of picking up grims, which is a fairly substantial boon if you insist on going for the bloody things.
Another thing that should be mentioned is the opportunity cost on equipment that grim corruption resistance has. It's a terrible trap stat to have unless grabbing grims is normalized, like in VT2 Legend; in which case it's more of an obnoxious gear check.
Personally, I'd rather just see the damn books removed or completely relegated to achievements. They weren't fun in Vermintide and they will never be fun in Darktide either.
I've been saying that if they aren't going to make grims worth more, then they should nerf them. I don't think one track of penances is enough-- I have my grims penances done and I'm back to being mostly blasé about them.
I mostly agree with making grims only affect whoever grabs them. I've said this myself, I'd be more willing to grab grims and carry them for the team if I knew I wasn't cutting the Psyker's life expectancy in half. I just don't think I quite agree with making the ticks more aggressive for who holds one. The spitball to nearly double the speed of the corruption is just a little too agressive, is all. Kind of incentivizing it to only then immediate disincentivize it completely again. I think you could still manage that fine as an Ogryn or Zealot, though it'd just put them at the level of Veterans/Psykers without corruption resistance before this hypothetical. For Veterans and Psykers, you would absolutely need to run corruption resistance if you wanted to carry a book.
Personally, I also think they could just get rid of the slow corruption build up and just keep the initial flat cut. It feels like the original design is a complete oversight, given the way Darktide's wound mechanic works. It's a kind of pointlessly difficult burden for what little reward it gives. Vermintide grims did not automatically reduce certain careers to one wound, neither should Darktide's.
Hardly any reason to get them. Worth almost nothing.
The MOST exciting time is to pick up two grimoires in a Toxgas mission modifier. I was leveling a psyker alt up, had only two curios neither of which had any corruption resistance, and of course was well below maximum possible HP, when I quickplayed into a run with Toxgas and a team that had already picked up grimoires. Lots of purple.
Fortunately, the random team was on the skilled player side of the balance, so all I had to do was stay alive. What really makes things difficult is when I have to take responsibility for teammate survival because they're lower down the learning curve.
I'm honestly fine with how grimoires work currently. There are a lot of healing sources now, and multiple character build choices that can mitigate them. I don't go nuts picking them up, but do have an eye on the penance chain for them.
If people want to pickup grimoires go play uprising and pickup grimoires where you can safely carry your team. Just like me doing the smoke grenade penance i did it in malice because im not about to gimp people in auric or maelstrom missions playing with a grenade that impairs vision and does no damage and especially when half the people you play with never ping anything anyway.
@@infrared6973 Happy to provide you a target for your pent up frustrations.
@@starbellygeek5408 what are you talking about? The average consensus on grimoires is that they are worthless and should be reworked or made to only affect the player who picks them up and not force the entire team to play with it. Cool you had fun leveling a psyker with a grimoire but everyone knows grimoires are stupid. The average quick play lobby does not enjoy grimoires and in higher play nobody ever grabs them or does those contracts because you can just change it to anything else.
the problem with grims and dh's is that there is no reward for the penalty of doing them
VT2 put Grims & Tomes to the front and centre of the loot progression system.
In VT1 it was likewise important but not every map had Grims & Tomes (or the full set) whilst in VT2 every level (except FoW etc) had the full set.
You knew that once you'd got to Item Power 300, then getting the best chance at Reds was by doing full Grims & Tomes on Legend.
Hence it was expected to run Curse Resistance on your trinket in Quickplay.
Likewise I think it was a good idea for Cataclysm difficulty to not give better loot than Legend. And in my experience they weren't assumed.
The health decay seems weirdly excessive given how the fixed corruption already interacts with wounds in a more punishing way than VT2.
Completing secondary objectives *might* improve the quality of the Emperor's gift but it's far less clear, and the loot system is far more focused on collecting Plasteel & Diamantine to craft good Base Rating Gear that you've probably got from outside the level.
If anything this might be a more general problem with the DT - that the rewards you get from the missions tends to be a trickle of resources, and a EG weapon that you probably either trash or strip a blessing off.
And I'll be interested to see if the crafting rework.
I say send more enemies that are trying to reclaim the books.
I actively avoid grimoire missions
Grim are worhless
rework? well, they need a real reason why somebody should go over the corruption to make it worth it. they arent worth it, never. cuz in random games, there is always at least 1 player, who's skill isnt that good, and that is just to big of a burden with the grim then. also, the reward for them are laughable...
also, the coherency mechanic is stupid
I find it hilarious when someone picks up a grim and you tell them to put it down their response is always get good. Also if you tell them they can destroy it and it still counts for the contract they still dont destroy it. Also hilarious when they see people dying and chaos ensues cuz were all corrupted then they wanna destroy it when the damage is already done. I should just leave games where people pick them up tbh and i also tell them to never waste time with that contract cuz its not worth it.
Honestly, grimoires add nothing good to the game. They could be removed wihtout consequence.
Of all the problems in darktide grims are by far one of the most irrelevant ones
I actively avoid grimoire missions