Can we get rid of +20% health and +33% curse resistance already?

To me, the idea of just tuning up the other talents just tries to sweep the issue under the rug as opposed to addressing the issue directly. I’d say conservatively that 90% of the players on higher difficulties are using +20% health and +33% curse resistance, and that’s what it seems the game is balanced around right now.

Curse Resistance as a whole is kinda stupid, since it really only applies to if you’re doing full books runs or if you’re playing Hysh weaves. I think having the curse scale by difficulty and affect everyone equally would make it a lot more interesting as opposed to just absolutely tanking a low-level player’s health because they didn’t bother to spend 10 minutes to reroll Curse Resistance on a trinket.

And that was my overall point. If it’s been 3-4 years, I wouldn’t expect you to remember it, but I can at least expect that you would still have it. It means something, if at least a little. I can’t even say Reds in Vermintide 2 are as special as Oranges in Vermintide 1, since I’ve probably scrapped more red dupes in V2 than I ever even received in oranges in V1.

But, you can still recall that moment a little bit, even if it’s faded from your memory. You can kinda piece together your individual player narrative and I’m sure you probably could tell me something more if I asked when the game was more fresh in your mind. With loot boxes and mass-opening them in the keep, a lot of that narrative disappears from the loot screen where you remember “oh yeah that Volley Crossbow dropped on my first Cata run of the Dungeons” or something to that effect. Right now, it’s just “Ranald please hurry up and fill the bar so I can go back to the keep and get on with my life”.

And I think the biggest issue is that since greens and blues don’t have traits like oranges and reds do, so the loot system has completely shifted to “anything not orange is crap automatically” and “anything not 300 power is also crap”.

I used blue weapons and trinkets all the time on Nightmare and Cataclysm until I finally rolled some good traits on orange stuff to replace them. The difference between a blue and an orange wasn’t as significant in V1 as it is in V2. A difference between a blue and an orange can be killing everything 20% faster, having infinite ammo, having health regen, or duping items so you can throw 5 bombs at a boss. It’s ridiculous how big of a jump it is.

I feel like whites, greens, and blues could totally still have the ability to slot traits and properties like higher tier weapons, maybe just reduce the number that they can have to maintain that hierarchy.

Like, if we went to a Weave system based on mastery where you just pick the traits and properties:

  • Oranges/Reds = 300 mastery points and 10 slots

  • Blues = 250 mastery points and 8 slots

  • Greens = 200 mastery points and 6 slots

  • Whites = 150 mastery points and 5 slots

So you can still roll Swift Slaying on a lower tier weapon, but maybe you can’t get Swift Slaying + 5% Attack Speed + 5% Crit Chance. Blues shouldn’t just be completely useless fodder for rerolling crit chance on your oranges.

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