Dev Blog: Rebalance Pass 2023

Just felt like I need to point that out

I’ve had more than a few Greatsword discussions derailed by someone completely disregarding the point.

Actually now that I think about it that’s a problem with a ton of topics in this game. How many Pyromancer discussions derailed by a person commenting on how it’s fine because of how high his DPS can get…

GOOD :rat: :rat: :rat:

Everything in this balance pass sounds terrible, unless you are trying to kill V2 off.

I hope Grail Knight IS NOT nerfed. He is not a ranged character iirc and must rely on teammates for long distance threats. The additional movement speed doesn’t help him to reach specials on higher difficulties when the Pactsworn come between him and the specials. However, I am aware this is not the case all the time if good positioning is taken into consideration. I believe the concentration potion is a factor here not talked about as much as it should be.

Concentration potion + Grail Knight = The massive boss damage in question multiplied by concoction = even more damage

Shorten the duration of the concentration potion or adjust its regeneration rate. Simple.

I welcome any thoughts on this.

What does everyone think of the Warrior Priest info? I main Warrior Priest and think that:

  1. The base Shield of Faith now innately having the trample is a welcome change. In dense hordes, especially noticeable in narrow chokepoints, you’re being constantly sandbagged and hindered from moving until you or the team kill them, be it normal weapons or the explosion of the shield.

  2. Blazing Bright is an amazing change. If you’re out of stamina then goodbye usefulness of that, especially if you’re being attacked from multiple sides - you need some kind of coverage and this gives Warrior Priest a way to get to his Fury faster (which he struggled with if there was distance between teammates since enemies killed by the team near you + patrols since he has no ranged capability iirc. This change will also make him in line with Ironbreaker which is where he should be. He can be more attuned as a frontline tank. Overall imo, this change will be incredibly satisfying to run with and I fully support it. It will act as an automatic form of preserving his health.

  3. Empowered smite I also really like. I feel this is a good option for those with more experience with the game, and tend to play on the higher difficulties, and newer players can use Blazing Bright over this talent. Great idea from the devs.

  4. I am confused by the change you put saying ‘From Fury, Fortitude’ now also grants Fury when Victor kills enemies because this already happens. Kill enemies fast enough and the bar refills itself. If I am mistaken please let me know. I think for this talent, you should instead keep the health regen based on slain enemies and add maybe add one of the following:

a) 10% or 20% increased movement for the duration or for 5 seconds for all allies within aura radius
b) 10% or 15% increase in power level for the duration or for 5 seconds for all nearby allies within aura radius
c) 20% increase in stagger power for the entire duration application for only Warrior Priest
d) 5% or 10% increase crit chance for nearby allies for the entire duration.
e) Fury will also generate a fraction of temp health, calculated from the amount of actual health gained. Why a fraction? Because swarms will generate an unbalanced amount of temporary health. Especially with stagger potential with shields.
f) Receiving a hit, stacking up to 3 times, with grant 5% damage reduction per stack during Fury.

Those are some ideas, let me know if you guys have any more.

  1. ‘Prayer of Vengeance’ now grants the party power versus Monsters. I’d say lower the value to 20% and make it include elites. Not much else to say unless you want to bless the party with increased % crit chance. I’m not sure about what else to suggest for this, but ill keep editing this post if I think of anything else.

  2. ‘Unyielding Blessing’ now increases the duration of the Shield to 10 seconds and causes the shield to pulse when attacking. I feel to make this balanced, the shield should pulse no more than 4 times, on a timer of 2.5 seconds. Any further and it’s unbalanced horde clear and health insurance. I feel this way because the pulse does initial damage, pushback and damage over time. It would be far too unbalanced to go further with pulses as Hookrats for example are absolutely no threat. Neither are a majority of the enemies, simply because of a damaging, space clearing, DoT breather that can be shorted with concentration potions. Devs, defo experiment more with this one. I think you’ll see what I mean with it being a crutch so to speak. Thinking about it more, maybe 3 pulses would be better, on an adjusted timer just because of how powerful the shield is.

I’m not too familiar with Outcast Engineer, Battle Wizard or Pyromancer so I cannot comment. I encourage others to share their thoughts on their changes.

Necromancer:

  1. ‘Army of the Dead’ now reanimates 6 additional Skeletons that decay after 20 seconds. (these can still stack). I’d say do 25 seconds. Taking this talent means no Dread Seneschal damage/charge + defend simultaneously or Barrow Blades’ damage over time in combination with Cursed Blood.

  2. This sounds good but by how much? The health gain is negligible so make it viable to the point you can take the talent because it does its job keeping you alive.

Boss Killer Careers:

  1. Grail Knight will see a reduction in their very easy to use power level talents as well as an increase to the cooldown of Blessed Blade. Already talked about this. What do other people think about this? My main issue is the concentration pot because if you combine it with concoction or the one that extends potion duration, then you have your boss killer problem, and it applies to bounty hunter too which I will talk about next. Devs: test this out and test it with the shared potion effects too. You will understand what I mean.

  2. The Bounty Hunter bug fix is a welcome change since he will no longer be absurdly out of line in terms of damage and boss killing. I don’t know about 60% maybe 50% because of replenishing ammo on headshots, the rate of fire on his brace of pistols and just general ability to snipe from a safe distance. And guess what, concentration potions comes back into the picture.

Honestly, nerf the concentration potion’s duration and/or regen rate. If Proxy is involved, you can get the best of both worlds where a teammate drinks their strength or concentration potion, and you run extended potion duration. Are you starting to see what I mean now, devs?

  1. Another good change as a shade usually gets guaranteed green circles and hard carries elites and monsters if they’re good.

Also a bug for your attention: joining a new host always results in being sent back to the Keep so I am not sure what the deal with that is.

That concludes my big post so thank you for reading and I hope the devs see this.

For the Devs: what do you think of this post? If we can communicate ideas then I think the community will be happier with the outcome. I spent over an hour thinking and writing this so it would be much appreciated

I just want to know who complained about GK. I just recently played him in Twitch Cata and he doesn’t feel that OP at all compared to Masterwork Pistol RV.

I actually like 'em. A big fan of Warrior Priest buffs. No complaining here.

Maybe i have to give it another try but the last cata+ runs felt a bit underwhelming for me with the gs

Thanks for pointing out again. The issue with GS discussions is really that there are people who say it is good but maybe boring. But there are also people who say it is weak (which it is not and go to the Steam Forum if you want to see one of these threads).
So yea, GS light attacks are mundane, effectively so mundane I barely use them. Do I mind? Not really, because the Heavy attacks are balanced so good. What I like about the Greatsword is that you need to pay attention more to weapon movement and positioning and dodge timing for it to be fun. I like that and wouldn’t have it changed. As for the light attacks. I am not strictly against changing them. Fatshark can do this as long as they don’t add to much armor damage to it.

21.6GB update. Chonky.

I like Greatsword but I’m not sure if I can justify the weaknesses when

  1. there’s very few moments for heavies to shine in official balance/density
  2. other more well rounded weapons exist & are more than capable for official balance/density

I’d actually consider using it on Handgun/Manbow Huntsman if he had the attack speed/dodge to support it; they’d cover each other’s weaknesses nicely.

I still don’t know what to think about Blazing Bright. It will depend on how large the effect is. Because either way it is low enough that you don’t feel the change or will be so high that it makes for mindless play where you just jump in the horde and spam and then let yourself be healed by The Comet’s gift. I am not a friend of overly mindless play without effort (looking at you Zealot). I hope that as bare minimum FS does not let increase Fury while being downed. Never checked if it is like that at the moment.

Asked the same question multiple posts above. Not sure if this is just a typo or if they mean some kind of “double reward”. Right now WP gets Fury for enemies “dying” nearby. And with this talent he would get additional Fury for enemies he “killed” personally. Also don’t think it will replace the health regeneration but put on top. Overall Warrior Priest is seeing some intense buffs for an already balanced and strong frontline career.

The prayers are permanent boosts. You really suggest a 20 % power boost against ALL elites. That is a factually better version of WHCs Wild-Hunt passive. That is one insane power-boost making it a mandatory talent just by all the breakpoints that can be reached easier now.

In general, not answer specific to you:

GK nerf is looking good to me. I am not attached to his boss killing power. Actually, for all i care, it can stay the same. However, the increase to his career skill cooldown is very welcome. Because it is very low and easy to apply. It is so low that you see it often used on singular ambient enemies. So, I am all up for the cooldown increase and would like to see similar for most careers as the career skills are useable to often right now. If FS wants to adress the boss killing power of GK (which would be slightly adressed with increased cooldown already) then I would suggest something more evil (which will get rejected right away): Remove the stagger from his career skill and add it specifically to the Virtuous of the Impetuous Knight. This way people have to pay more attention when to apply it to bosses and at the same time the horizontal slash spam during hordes will be a bit more difficult to apply then right now. It will also upgrade the perceived value of the Impetuous Knight.

As for Bounty Hunter:
I am baffled at the heavy counter-feedback on this. I am not overly attached to the 80 % refund. So, if it means I can see some more nerfs on another front, it can stay as it is right now. Though what is perplexing is how people insist that chain-shooting is difficult and high skill dependent. Or how BH is bad without it and how the class in general is supposed to be high-skill ceiling. Bounty Hunter is not difficult to play on Cataclysm. You either take the crossbow build and delete specials and elites every few seconds or you take the Griffon Foot and delete about everything in mid-range aside from Chaos Warriors.
EDIT: I also think many people overlook that the 60 % cooldown refund is a buff for anything not being a boss.

I would say starting with Legend it has enough purpose and starts shining. Below it is not recommandable. Though that is a general issue with high cleave weapons. Weapon efficiency changes over difficulty. Unless FS balances for each difficult separately this will not be adressable.

As for the Attack Speed/Dodge. On my Foot Knight I do not use any Attack Speed at all for the Great Sword. It doesn’t need it at all. The weapon is not to slow without Attack Speed. Though I am using Stagger Breakpoints and I am unsure how much of a difference the lower stagger power of Huntsman in comparison to Foot Knight makes for the weapon. Against hordes it is probably negligible.

No it’s not, maybe with coordinated team, but certainly not in pugs. i super rarely see anyone pull it off, and i rarely do it myself. Usually, whenever there are no other enemies around, when boss is not a threat anyways.

If they want to make other talents viable, it’s ok, but not like that.

Personally i’d like to see “Double-shotted” to be built in ultimate itself.
Constant incentive to hit heads, makes it much more fun.
Every time i tried something else, BH felt much more plainer, generic, boring and less special for me.

Update disappeared for me for some reason.
Like, I can’t start downloading it again, it’s gone.
Is it the same for anyone else?

30gb patch today? :: Warhammer: Vermintide 2 Helmgart Keep - General Discussions (steamcommunity.com)

Some issues apparently. Should be sorted out soon.

Mine restarted after downloading it >:|

After downloading 25g, there is no change in game, what are you doing?

I had fun playing the new Engineer and Warrior Priest, gotta try the other characters that had changes to see how they feel.

I’m speaking just for myself but so far having fun with the changes.

Oh i played more than you can imagine. These nerf just doesnt make any sense, meanwhile Shade is completely untouched. Your arguments are invalid.

Based on your comment about BH being very skillful (assuming it’s in regards to double shot chaining), I’m guessing BH isn’t one of those careers you played all that often.

And neither Waystalker if you think Piercing Shot remotely compares

Yes, sorry, we had a rollback before pushing the patch again. It should all be fixed now.