Howdy,
So we probably should have been more communicative about our reasoning behind recent balancing adjustments that have gone into the game. Moving forward we will work towards better motivations regarding the changes we make to the balance of the game.
Onto the topic at hand;
We want to ensure Vermintide 2 is the best game it possibly could be. But for this to be the case we must reach a solid baseline. We found the game to be in a pretty good state during our betas, with some prominant outliers. What we’ve been focusing on pruning are those spikes in performance that some character/trait/property combinations exhibited.
The changes to balance in patch 1.0.1 were slated for inclusion in the 1.0 release but failed to meet the cutoff point to make the final build. Let’s look at those for a minute.
-Resourceful Sharpshooter: Reduced cooldown reduction from 5% to 2%.
-Resourceful Combatant: Reduced cooldown reduction from 5% to 2%.
These two turned out to be rather problematic attributed to the fact that they were extremely polarizing towards certain career / weapon loadouts. After a certain point in the progression these traits wholly make other options redundant down to how strong they were for certain classes, example being Pyromancer who relies heavily on the critical strike mechanic, therefore they were reduced to try and make other options available more competitive.
I still find them abit too hit or miss and I feel like there is a chance they will be reworked in the future to be more reliable and noticeable for Career Skill focused builds without completely overshadowing everything else in certain cases.
-Hand of Shallya: Reduced healing from healing ally with First Aid Kit from 80% to 35% of missing health.
Same thing applied to this necklace trait where it became apparent that it gave too much bang for the buck where it was the catch-all trait for any given situation. Effectively double dipping on all First Aid Kits in a map was deemed too much, hence the change.
-Barrage: Fixed bug causing it to stack up to 10 times instead of intended 5.
This right here is pretty much what it says on the tin. We had a bug that made it stack for twice the intended amount. Will keep close track of this and see if it ends up needing some more TLC after the change, but it feels like it’s in a decent place right now.
As a closing statement I just want to make it clear that we intend to keep Vermintide 2 a living game. It will recieve the same kinds of treatment as the original Vermintide and more thereafter. We will keep close attention to the forums and our own data and make changes to the game going forward.
There will be nerfs if something pulls way ahead.
There will be buffs if something can’t keep up.
Thanks for taking your time feedbacking and discussing these things, it really helps us improve as a company aswell as making the game more awesome.
Best regards,
Brytarn