REWORK/BALANCE
BARDIN
In these balancing ideas that I bring, all changes are based on small things that I noticed playing, I’m not a main bardin and some ideas can be better checked by someone who is a main bardin, and these buffs and nerfs would not always be because the character is “bad” or “good”, sometimes it’s just to make it more thematic or fun.
CAREERS:
PATROL VETERAN
TALENTS
level 10
last breath: REWORK, bardin gains 18% melee power when your weapon clip is empty. If you run out of ammunition, Bardin gains 7% more power. (25% power total)
Master of improvisation: buff/rework, when reloading an unloaded weapon, reduces disengage cooldown by 2 seconds. if the weapon has more than 1 projectile per clip the reduction is increased by 2s. career skill cooldown is reduced by 10%.
Kills enemies now this skill has become: economic hunter: for each consumable item equipped on the bardin, he gains 3% damage mitigation and increases the RUNNER’S IMPROVISE perk by 5% per stack. Max stocks: 3
level 25
iring Fury: buff, Hitting 2 enemies with one ranged attack increases speed of Bardin’s next reload by 35% for 2 seconds, and 1% damage reduction for each enemy hit, for 20 seconds. (Max: 20 stacks?)
Do not waste time! Rework: for each item in bardin’s inventory, he gains 2% ranged power and 2% movement per inventory (Max: 3), when using a consumable this bonus doubles for 1min
Exuberance: buff, Bardin takes 30% less damage from behind. Headshots grant this bonus to all damage for 12 seconds.
level 30
Guest: buff, the disengagement’s stealth doesn’t end if you leave the cloud of smoke, in addition to bardin gaining a bottle of wine that, when consumed, heals 10 health and increases movement speed by 10% for 10 seconds.
it will be next to the cure in the inventory, similar to the OE.
Ranger starting gift: buff, bardin already starts with a bomb, Additionally, Bardin gains 2 bomb slots.
PASSIVE ABILITY: adjustment, survivor’s hideout changes appearance and becomes the same as vermintide 1 (ammo)
IRON BREAK
add a mark on enemies that are focusing on bardin during the career skill, similar to ogryn from darktide
add visual effect to passive “gromril armor”
(It wouldn’t be very useful, but it would be interesting.)
TALENTS
level 10
Under pressure: buff/nerf, damage(-80% to 120%) to (-50 to 140%), and attack speed(100% to -50%) to (100% to -35%), removes overload deceleration. kill enemies on fire from 1 temporary health to bardin and alies.
Blood of Griminir: rework/buff, Each nearby ally increases power by 3%.
Blocking an attack increases the power of Bardin and his nearby allies by 2% for 10 seconds. Stacks up to 5 times.
increases strength of resilient advantage by an additional 25%
RUNED SHIELD: rework, Each block activates a rune on Bardin’s shield, storing up to 4 runes for 4s.
each block reflects a portion of area damage.
the damage reflected is equal to the number of runes:
1 rune: 17%
2 runes: 20%
3 runes: 23%
4 runes: 26%
level 20
TUNNELS COMBATANT: Reduces the cooldown of Gromril’s Armor to 10 seconds. While Grommil is active, Bardin can push enemies to provoke them for 6 seconds to attack him.
REVENGE: buff, periodically generates stacks of increasing rage every 6 seconds while gromril is active. Losing gromril gains 8% attack speed and 2% mitigation for each stack of increasing rage. (Remodel on the icon: currently the revenge skill activation icon is the same as the rune shield activation icon)
Level 25
Dawi Defiance: When Bardin’s guard is broken, there is a 50% chance to instantly restore all resistance.
Killing enemies with a ranged weapon reduces the cooldown of Gromril Armor by 0.2s
The Rolling Mountain:
Killing enemies with melee attacks while on full stamina reduces the cooldown of Impenetrable by 2%.
Increases the duration of Impenetrable by 20%.
Miner’s Rythm:
After landing a charged attack Bardin recovers stamina 40% faster for 3 seconds.
Blocking an attack increases the thrust and block angle by 30%.
Level 30
Drengbarazi Oath:
Impenetrable increases power of nearby allies by 20% for 10 seconds.
Drake weapons damage is increased by 20% during impenetrable.
Hey! Wazzok!:
Impenetrable taunt now forces monsters to attack Bardin.
If Impenetrable does not provoke even one monster, the cooldown is reduced by 30%. Blocking monster attacks reduces gromril’s armor cooldown by 1s and impenetrable by 5%.
Booming Taunt:
Increases the radius of Impenetrables taunt by 80%. Increases the duration of Impenetrable to 16 seconds.
During impenetrable Every 4s provokes all nearby enemies (these next provocations after the career skill do not cause enemies to be stunned, they only cause them to attack bardin).
hits during impenetrable reduces the impenetrable cooldown by 0.5s.
SLAYER
Status: from 125 hp to 150
BENEFITS
New benefits:
almost a Bugman’s Brew: For every 100 eliminations, bardin gains a Bugman’s Brew in his potion inventory. when drinking “Bugman’s Brew” bardin gains 50% curse resistance, receives 10% damage reduction, gains 10% additional damage against specials and elites, +5% speed. all these bonuses for 3 minutes.
when drinking it stuns all nearby enemies including monsters. (visual effect of red smoke when drinking)
path of carnage: buff, from 7.5% to 10%
PASSIVE SKILL
+1 second duration
I also made these latest ideas for slayer at this link:
REWORK ENGINEER OUTCAST
These ideas were made before the patch notes with the engineer changes, however, many ideas here would be interesting to implement, such as: the barrel and the mogrim bomb, which would replace the current bomb spam. or the talents of draconic weapons and piston power.
TALENTS
LEVEL 20:
AT FULL STEAM: the power
additional only activates after the first ranged shot, similar to the level 10 feat: combined weapons.
When exceeding 5 stacks bardin gains the “POWER OF THE PISTON”, this effect only occurs every 20s seconds
EXPERIMENTAL STEAM CAPACITORS: pressure buildups are not removed when reaching full charge or firing the steam handgun (mkII), each buildup increases the cooldown of draconic weapons by 10% (if the skill bar is full, even can generate stacks for the draconic weapon)
TOP SEAL: Pressure does not reduce over time. Each stack of pressure increases the radius of explosions by 10%,
draconic weapons increase radius of explosions by 40% per stock, and damage reduction by 3%. Maximum stacks are reduced by 1.
LEVEL 25 TALENTS:
BOMBER: REWORK, this talent now turns into
CONTROLLED FLAMES: The higher the overload of draconic weapons, the faster the career skill regeneration 20%/40%/60%/80%. gains 10% damage reduction
PISTON POWER: REWORK,
Now that talent turns into
GUNPOWDER UTILITIES: Increases weapons magazine by 1 projectile before reloading (does not work with explosive projectiles, however the projectile explosion radius is increased by 15%, Draconic Pistols fires 2 projectiles per shot)
LEVEL 30 TALENTS:
INNOVATIVE AMMO HOPPER: Rework, increases bardin’s skill bar by 60% and reduces heat on draconic weapons by 20%.
LINKED COMPRESSION CHAMBER: now this talent is “Engineer’s Flamethrower”, On top of the bardin is an Engineer’s Flamethrower. While Bardin uses this talent, the manual machine gun can be used as a secondary weapon, and the career skill becomes the flamethrower.
(this career skill flamethrower does not cause slowdown)
(you can use other long-range weapons, it is not mandatory to use the manual machine gun).
(While the manual machine gun is a secondary weapon, the rate of fire always starts at maximum)
Gromril Plated Shot: Reduces the rate of fire of the Steam Handheld Machine Gun (MK2), but increases damage and armor penetration. Increases skill bar by 50.
PASSIVE ABILITY: bardin can modify the barrels to make a modified barrel (Khazid Kro, end times dlc), bardin can take the barrel in the potion inventory.
The barrel can be activated manually and will explode after 4 seconds.
the barrel can be positioned anywhere and it will explode
2 seconds automatically after passing many enemies close to him.
bardin starts with a barrel at the start of the game.
the barrel will remain in the potion inventory.
BENEFITS:
Gunsmith: Increases ammo capacity by 50%
beholder: REMOVED
Utility Belt: Bardin creates a mogrim bomb every 4 minutes, and it appears in your inventory.
(the damage from the mogrim bomb would be the equivalent of 4 explosive bombs), (from the chaoss weates)
Visual change:
The pressure gauge on the machine gun goes up a little more, so the player can see it whenever he has the machine gun in hand, and know the skill bar
LONG DISTANCE WEAPONS
Pistol: +15% damage
Grudge Sweep: +6 ammo, add special attack of piercing projectiles
Crossbow: +5 ammo
Masterwork Pistol: -3% damage
Throwing Axes:
10+ more Damage
+10% reload speed
Draconic Pistols: +15% accuracy
Draco weapon: nothing
Melee Weapons
Great axe: nothing
Axe: new progression (rework), not to be equal to saltzpyre
Ax and shield: block enemy projectiles to avoid hitting allies.
add the shield charged attack similar to the ogrin
Hammer and shield: block enemy projectiles to avoid hitting allies.
add the shield charged attack similar to the ogrin (or vermitide end times)
Hammer: +8 damage/+5% atk speed
toothed hammer: nothing
Two-Handed Hammer: New Knockback Attack
Double hammer: nothing
Pickaxe: +15% Charged Attack Damage
+15% critical chance on heavy hits, while charging the pickaxe attack, the movement bonus does not end until the charged attack is released
Double Axe: +10 damage