Bardin's rework?

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:

:yellow_circle: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.
Healing_Draught

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)
Small_Ammunition

:yellow_circle:IRON BREAK

:small_blue_diamond:add a mark on enemies that are focusing on bardin during the career skill, similar to ogryn from darktide

:small_blue_diamond:add visual effect to passive “gromril armor”
(It wouldn’t be very useful, but it would be interesting.)

:large_blue_diamond:TALENTS

level 10

:small_blue_diamond: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.

:small_blue_diamond: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%

:small_blue_diamond: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%

:large_blue_diamond:level 20

:small_blue_diamond: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.

:small_blue_diamond: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)

:large_blue_diamond:Level 25

:small_blue_diamond: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

:small_blue_diamond: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%.

:small_blue_diamond: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%.

:large_blue_diamond:Level 30

:small_blue_diamond:Drengbarazi Oath:
Impenetrable increases power of nearby allies by 20% for 10 seconds.
Drake weapons damage is increased by 20% during impenetrable.

:small_blue_diamond: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%.

:small_blue_diamond: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.

:yellow_circle: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)
apC0xTm

path of carnage: buff, from 7.5% to 10%

PASSIVE SKILL
+1 second duration

:pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick:
:pushpin: I also made these latest ideas for slayer at this link:


:pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick::pick:

:yellow_circle:REWORK ENGINEER OUTCAST

:gear::gear::gear::round_pushpin: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.:round_pushpin::gear::gear::gear:

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)
ben-malert-ben-malert-cw-thumb-prop-01

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

No.

4 Likes

I don’t understand how people can come up with “complete overhaul” without the faintest clue of how much work and testing (well, let’s say just work as it’s fatshark) takes.

I mean, don’t get me wrong, it’s just what project managers usually do. I guess some people are just naturally inclined to be clueless.

2 Likes

so keep accepting it and keep having fun with the +5% attack speed and +5% movement speed talents. usually people get used to bad things.
and if it works or not, that’s not up to me or you, after all, who chooses what to do with the game is the fat shark and these are just ideas from a person who likes the game. if you get super satisfied and have a lot of fun leaving a character at level 35 to gain 5% attack speed… great.

1 Like

Grammar is a bit off and i do not agree with a lot of the posted above…but.

Your little message here is something i do truly agree with, indeed, if we do not prompt for changes (for good or ill) then who will? Certainly not the portly megalodons that happily leave things alone for far too long.

1 Like

yes, everything I write here are just ideas that I have and I always try to think about not leaving an “op”, honestly I think that all these changes would be great for the game in all modes: casual, chaos desert, ranked… .
the only idea that would be quite discardable in my opinion is the engineer’s flamethrower, I think it would be something difficult to apply, but other than that, everything would be great, the veteran patrolman with an improvement in the chance of not consuming loot, the iron breaker with a little more utility with draconic weapons, the slayer with an exclusive item and a talent boost of 150% to make him more fun and versatile in all modes, and the engineer with more complexity and synergy (with engineer items: modified bombs , modified barrel, modified draconic weapons…)
all these numbers can be analyzed and modified,
But I think it’s already well balanced.
I don’t see where any of these changes would be harmful to the game or become OP, quite the opposite would have more people wanting to play, knowing that when he reaches level 30 he will have several builds to play and varieties of fun talents other than: +5% attack speed , +5% movement.

@Zoli

I guess you are curious about your stuff. I cannot judge your suggestions related to skills, I don’t have much problem with the vanilla ones, especially because I mostly play IB from his classes.
Slayer has some lackluster traits as I remember. I miss especially the huge jump, but we won’t get it back.
Anyway I’m more interested in fine tuning than in complete reworks. And as I know FS, they wouldn’t implement complex changes. They don’t even do any balancing, so our suggestions have a very low chance to be even considered (1%).

In regards of your weapon suggestions:
Pistol: I guess this is the handgun. It has very good damage even in vanilla.
Shotgun: RV can spawn ammo, isn’t it enough? Other classes wouldn’t use it.
Crossbow: I guess giving more ammo is rather a logical thing than necessity. Do you run out of bolts?
MW Pistol: Maybe its monster damage is a bit high, otherwise I don’t think its damage would be extreme.
Throwing axes: They deal a lot of damage. I think it wasn’t created to be competitive with other missile weapons, so it’s all right.
Hammer: I modified it a lot.
Pickaxe: I added significant charged attack damage for the first phase. The second phase deals enough damage.
Dual axes: I think they are decent damage wise, I made minimal changes like giving them +1 stamina shield.

You might check what I did with weapons here: Steam Workshop::Zoli's Weapons
Add me on steam if you would like to test some of these together.

There is “getting used to bad and not doing anything” and there is “just telling things without the faintest clue of how things works”.

Then there is a range in the middle. You seems to be the kind of person that simply can be only 1 or 0 on the matter, which makes whatever you have to said, absolute time waster.

right, but you’re not going to be the one to say, you’re just a connoisseur of bad things, “wow, don’t talk about your idea in super technical terms, because I’m an expert on the subject and I love dull gaming skills”.
I’m not here to think about “how fat shark would do this”, but “how awesome this would be if it existed in the game”, this is an idea and not a formal document.
and if you didn’t like the ideas ok, now come and say that you prefer 5% of movement then it gets difficult.

@1184

@Max93 @URKA What do you think of the idea of IB’s talent that the flame tower would give temporary life to IB and allies?
because even though the bardin is a front line and clears all the hordes with fire, I believe that the discussion about the flamethrower not letting allies get temporary life in the hordes would end.
in addition to making the flame tower much more versatile for use