Dev Blog: Class Overhaul

I think what @Bankrotas said is on the money. BM is going to be a buff for Tactical and Combat Axes. Mostly because all their attacks already are headchop attacks. Those Axes stand to gain massively from Weakshot damage bonusses.
Tactical Axes, because they already have a huge multiplier that gets beefier.
Combat Axes, because they have strong base damage that will hurt more with a modifier.

Overall I see BM really proccing on most Axe attacks. They’re just that good.



I think what you’ll find is that the Psyker will get an enormous boost in power from this patch.
For starters, new Psykerpowers. So you won’t have to go with the dull kill-one-at-a-time brainburst.
There will be more ways to build your psyker and enhance him in a manner of ways.
Also many of the talents on staves will get a lot better.
You can read all the changes here. Most are straight buffs to otherwise circumstancial Blessings.

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Pining fire you say?

Summary

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And they wouldn’t if they weren’t there. But nerfing stuff people spent absurd amounts of time to grind for without any way to then adjust the items is extremely disrespectful to paying customers.

I still hate the PS nerf as I now have to use one blessing to make it as fun to use as it used to be - meaning all the orange ones before the nerf are irrelevant now while all the relevant ones after I randomly ran into PC by chance now feel like eternal violets…

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Or potentially a massive nerf for currently existing builds.
If we lose a bunch of BB breakpoints thanks to enemy hp increases.
We will see.

Wdym? Blessings?
Or talents that affect staffs?

If you mean blessings, which ones are you talking about?
In the reddit comments i only saw the link to one spreadsheet.
That spreadsheet only contains info about one staff blessing (rending shockwave), which does not seem to be changed at all.

Most of the changes are straight up buffs. Just take “Stripped down”. From Le meme runspeed bonus to ranged attack immunity and run speed whenever you are above x% Stamina. That takes an uninteresting Blessing to straight up meta Tier. Any gun that has Stripped down will now be a great tool in your toolbox for cover-to-cover sprinting.

All the other tooltips we have seen so far are straight up improvements, too.



I don’t think they will boost everything and leave BB behind to be weakened. We probably get new talents that improve BB speed / damage and such.



Blessings, yes. Sorry.

Well, I don’t have any new info regarding that, either. I’m just going by the trend and the general trend of all useful-useless Blessings is that they get better.

That remains to be seen.

It’s far more interesting, I’ll grant it that. Meta? I don’t know about that.

BB should just get reworked to be a 1hit no matter what but have it’s chargetime be dependant on the HP of whatever you’re trying to pop. That’s my 2cents anyways. Who knows, a talent might make it function like that…

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Most of the existing autogun blessings are useless, so an immunity to ranged damage seems like the best offering in the game. Their possible damage boosts are tied to kills, so the actual use of it in game is pretty deng limited (maybe killing a couple horde enemies nearby to use the boost on a rager).

Meanwhile you get shot all game. Infantry Autoguns also lack blessings that give them reliable means to avoid range damage, not having ghost or between the eyes like the other ADS capable automatics. So when the suppression is all over your face you could totally reposition for free. BAGs are in-your-face hipfire machines, so anything that puts you next to the enemy for hipfire is great.

As for them ruining the ‘meta’, everything busted takes literally 1 blessing. Its more of a hindrance to if you want to build really weird and not exactly meta adjacent but still usable weapons like clubs or thunderhammers. There you are totally SOL without T4s, max rolls and certain enemy perks.

Something like an auto pistol, BB3, ripper gun 5, bolter, power sword or force sword takes 1 blessing and is a joke.

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That Blessing will give you more survivability against shooters than the dodge and we all know that Shooters, not monsters or melee enemies, are the big scary in higher difficulty levels.
I really wish we had a statistic on what kills whom the most. I’m willing to bet ordinary Scab and Dreg Shooters net a majority of the player kills.



That’s a pretty unique and interesting idea.
I picture a Psyker spinning while hiding 1 minute behind some pillars so he can brainburst the Traitor Captain to death. :smiley:

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It’ll be a solid buff to its single target (which is cool), and a pretty hefty nerf to its cleave - if you only ignore the hitmass of the target that died to a weakspot hit (as described in the blog) , most attacks will only get a little extra cleave (from killing basic horde enemies, maybe some non-elite Scab/Dreg). If you’re not one-shotting them, you’re gonna cleave next to nothing.

Brutal momentum is one example of a blessing that has changed to fit snugly into the whole system; it now discounts any targets killed with a clean weakspot hit

I’m all for weapons having clear strengths/weaknesses with limits on how much you can counteract a weakness, but the changes to the cleave component sound a little underwhelming. Cleave damage/falloff, weakspot damage, this could all change radically and prove me wrong, so I’m just going off the game mechanics I know today.

Now, the text gives the impression that you may be able to create a build that can squeeze more out of the revised BM, but without any info on these changes… :person_shrugging:

Sounds to me like they will do away with the hard cleave limit of 3 and allow you to further increase cleave and hit mass penetration. Would certainly make all the extra cleave and impact Blessings useful. Otherwise I see no reason to pick them.

So since in that hypothetical scenario you could increase your cleave, having X amount discounted by a weak spot kill could be significant.
Or maybe the damage dealt will be tied to a hit mass penetration bonus so critting extra hard means more cleave.

No idea. I’m curious to see what they have cooked up.

Thanks ^^

Obviously this idea needs some refining and leaves out a few obvious things such as monstrosities and how the peril should work etc.

I just really can’t get behind having to brain burst something multiple times and a zombie taking equally as long as a rager etc.
So obviously my idea fixes both of these nonsensical aspects.

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That would be cool, if true. I know the Nth-target damage calculation has proven a limitation in allowing for more dynamic damage (like modifying falloff). I think that axes (at least, the ones without first target modifiers) drop off really fast – breakpoint calculator is showing 20% on second target, 15% on additional targets for the Antax – so you’re not going to kill multiple enemies per swing that often

Re: what could happen with things like Brain Burst. I think it’s probably been mentioned many times in the past in various threads, but I think it’d be neat to see some sort of channelling capability, either to convert BB to only deal damage over time (say, slightly less DPS relative to a single BB, but faster at killing enemies that would require a second burst) OR as an followup to the burst damage to finish someone off

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The best iteration would be that it generates peril constantly while casting, and live-updates dynamically with the current health of the target. If the target has more health than you can manage with your current peril buildup, then you won’t be able to complete it. Think of it like a finisher rather than a starter. A possible fun talent would be to multi-target, which would be cool to use vs a horde.

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I totally see that idea working.
I also would have liked it if lore and narrative were taken more into account for the brainburst, as well. So the brainburst should not have it’s power based on enemy HP, but by how feeble minded an enemy is. I mean think about it.
How hard can it be for a highly intelligent psyker to invade a mutie’s brain? Vs that of a disciplined Scab Flamer.

It makes zero sense from a gameplay standpoint why the dumbest enemy types (Ogryn, Muties) are the hardest to brainburst.
And this could be super well integrated into your idea, too.
Just have set values for how long each target takes to brainburst. The goo brains should have short timers and the mentally resistant should have longer timers.



Nevermind one-tapping multiple targets, getting the correct rolls and Blessings for single one-hit kills is a challenge enough.

And there really is a lot of ways to make Brainburst interesting.
Right now I feel it’s implemented in a shallow manner. It has nothing unique about it, other than being an infinite range damage nuke. There are no quirks that set it aside from any other baseline attack. It attacks the same HP pool as anything else.

It may be relative to the amount of brain matter they have :joy:

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So you’re completely rebalancing everything, including weapons and blessings…

But you’re keeping the atrocious god-awful RNG and locks?

At least you’re signaling loud and clear that absolutely no one should reinstall this game for the patch. I feel sorry for all the people on Xbox about to get scammed.

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True solo play like in Vermintide 2, when ?

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While a reasonable assumption (that I personally share) they did not say this. And to be fair - this statement comes from the combat team that probably has nothing to do with crafting. So we shouldn’t expect crafting news from them.

Maybe the suggested strict separation of the combat team and other areas of development is one of DT’s problems? If carfting was better integrated in the combat design (by allowing build experimentation due to no locks and less RNG/grind) the game would be in a far better state and rebalancing could be something looked forward too instead of being dreaded…

I’ll never understand why FS is so detriment on decreasing DT’s value by mobile game tactics that just don’t work for their target audience…

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I just want to be able to exchange BB for something else if I want to build for it.

BB has never appealed to me. Is it useful? Definitely, but it’s also a boring skill that turns you passive. Playing a tedious minigame between BB and manage peril that no other class have to deal with.

I’d gladly do without the ability to “BB snipe” from a long distance, I already have the revolver for that. I can pull out the revolver and put a bullet between a sniper’s eyes before he has time to think.

There are so many more interesting things that could replace BB, like a cool short to medium range lightning ball spell, or “freeze an enemy in time” spell, set them on fire or heal a team member, deflector shield, etc.

I mean, channeling BB even looks pretty darn stupid.

Edit: tried to make my post more readable.

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Making the Brain Burst slower (Like real slow for Monsters and Lords) but able to 1 shot any enemies would be very bad, and make it even more useless than it currently is.

If anything Brain Burst should give Warp Charge even if the enemy survive, and make it so that surviving target, get a special debuff

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