I mean, isn’t that a relatively simple matter of nerfing Grugni’s down to 20% or similar? Would also help tone down what he can do with the MW pistol. I guess that’s still pretty plentiful but it seems like a pretty safe first step
I wish it were that simple.
That would also be a nerf to Firing Fury Crossbow builds and Handgun -To a lesser degree-
With less ammunition per cache Ranger Veteran players may be less inclined to share ammunition, indirectly nerfing his supportive capabilities.
Grungni’s Cunning is practically mandatory in lower difficulties to even function as a ranged career due to the lower amount of specials, this would probably be an undeserved nerf to those players leveling up, don’t own WOM/Cataclysm or simply prefer Legend and below.
I can kind of see your point with crossbow, though 6 bolts per special kill while still having access to Scrounger and CS doesn’t seem that bad to me. Handgun I’m struggling to see at all. 24 shots with CS already goes a long way, even without CS (what else would you even run on handgun?) I’m struggling to see 20% being very limiting at all.
True enough, though really most ranged classes can sustain themselves fine, and most melee classes have enough to get by as is since they’ll likely only be using it for some special sniping.
Fair point that I hadn’t considered. I do disagree though that current Grugni’s isn’t still overkill sustain on Legend. Beneath that sure.
I’ve suffered more friendly fire from a shotgun than any crank gun, and so far I’ve found it a lot easier to know where the crank gun wielder is aiming, so at least there’s that advantage. The burst dps approach of Engineer’s ult is a lot more fun to play with than someone constantly smashing r + lmb through my spine, so I already consider Engineer the superior career for fun factor alone.
Oh for sure Handgun would get by with 4 ammunition per cache + CS.
I dunno, I find the amount of specials from Cata to Legend gets cut in half.
Going from 60 or so specials per 20 minute game to about 30 in Legend, sometimes as low as 20.
It’s generally inconsistent and can vary a lot, other factors can come into play too.
e.g a 50 minute Cataclysm twins game with only 21 specials.
Sadly I used the wrong words. I quote this message but this clarification is important for everyone.
My intention isn’t to move RV’s niche from ranged/support class to a potions one. He must remain a ranged career. My proposal about potions is just to “strengthen” and make more unique his supportive part/side.
It’s a subjective taste, no doubts, but bombs sound out-lore and confusing/RNG… like said, for example about Scavenger, 20% to get 1 item on 5 seems really random.
In my opinion RV could be a very good class, but currenty has some internal problems/nosense aspects.
This would be cool. For example, in this way, we could use Home Brewer (instead of Proxy) in order to stack with Ingenious Improvisation.
Currently Ingenious Improvisation is a wasted passive because 10% isn’t a worth… and, if I use Home Brewer to stack 35%, I lose the RV purpose of supportive career. Potions on RV are useful to share them… not for the Ranger himself.
I agree. I know, it’s offtopic, but since FK is one of my favourite careers, let me add my opinion. I promise I will not continue.
FK himself isn’t a bad career… but I feel him undecided. He’s a kind of tank/support/aggressive tank/dps hybrid… wich makes him a little bit too fragmented. As a consequence I feel there always is a career that overshadows him in every role.
Indeed, again imo, best FK was the first one seen during BBB beta. When the combo Ult on downed ally + CD on stagger was possible, making him a perfect stagger/support machine.
But nope, Fatshark destroyed this synergy in order to add more aggressive talents… Don’t get me wrong, I’m OK with an aggressive FK, but we need a better balance… because we can’t sacrifice to many tank/support talents: on 17 careers, we have 2 only tank careers.
Then there are internal problems, like Staggering Force, wich could be precious for FK’s niche… but it doesn’t add valid stagger breakpoints… etc etc.
Anyway, sorry for this off topic and, as promised, I will not continue.
Engineer should be the one providing bombs to the squad, akin to GK and his quests
And I think they are going to change both RV and OE in this regard, considering they went through the effort and add the bearded iris insignia behind the GK quests (this would only be necessary if you plan to introduce something that also appeared on the right side of the screen in those boxes, but from a different hero).
OE’s bomb talent should be moved to perks (bombs have both effects and also, his grenades should not deal any FF damage), and his bomb talent should a) increase his utility belt by 1 and b) give him one bomb every 50-ish kills with the crank gun.
Alot of what GK and OE brought to the game could be applied to RV: RV could have 1 additional item in each item-slot instead of “Ingenious Improvisation”'s 10% chance to not use the item. His ammo drops could still be tied to special kills, while the additional drops from talent row lvl 20 could be tied to elite kills (and the options could be additional ammo, potions and something else. The ale is okay, but almost has meme-quality and is a pain to pick up. Leave bombs to engineer).
One could even argue that level 20 talents should give RV an option to choose the type of potion, and each level 20 talent could and should have an additional effect for RV.
I don’t think bombs are not lore friendly for Warhammer dwarven rangers, as you surmise. They aren’t really “rangers” as those are known in DnD or other fantasy RPGs, really. They aren’t exactly warriors of the wild, who eschew civilisation and are silent stalkers in the woods that are “one with nature”. Instead, they’re more like special forces “army rangers” type of “rangers”. They might indeed do wilderness patrols and monster hunting if needed, but they’re also the recon units of a hold. They are the ones laying ambushes for enemy armies, fight along in pitches battles, and explosives or guns are a useful tool for those jobs. In tabletop games they also fought in normal formation on the battlefield, instead of as skirmishers like most other scout units, for example. The stealthy woodsman archetype ranger doesn’t fit Warhammer dwarven rangers super well.
I feel that if you want to make the Vermintide Veteran Ranger class more true to the Warhammer lore, you’d actually need to emphasise the stealthy and speedy aspects a bit less, and emphasise the toughness / melee / frontline aspects a bit more, even. The usage of explosives and the item improvisation aspects actually fit Ranger Veteran quite well lorewise.
From what I’ve read and seen, Dwarf Rangers are practically scouts for Dwarven strongholds.
Usually working in small groups, typically an unspoken and under appreciated line of defense.
Bombs are lore friendly with Dwarf Rangers but strictly as ambush and sabotage tools.
I would agree though, they’re probably just as much melee focused as they are ranged, they make use of anything and everything at their disposal.
Whether that be melee combat, ranged combat, crafting, sabotage and ambush tactics like intoxicating enemies, they’re a bit of everything but how much can be translated to Vermintide 2 while remaining balanced is up for question.
He should be more melee focused but not so much he steps on Ironbreakers/Slayers toes so leaning a little more to stealth does distinguish him from other Bardin careers.
Ironically WHC Witch-Hunt passive would fit pretty well for a Dwarf Ranger.
(Reconnaissance, spotting potential threats for allies.)
I agree. RVs are, pretty much, jack-of-all-trades, something RV-Bardin’s kinda already representing, but not executed to its full potential.
I agree that it would be fitting, but maybe there’s a way to implement this: Within a certain range, Bardin automatically “tags” all tagable enemies, albeit in a different colour so individual enemies can still be pinged. Alternately, RV could get a tag that decreases the damage dealt by the enemy (the rationale being he spotted them and thus, makes everyone more alert, making their strikes less effective). I could also see RV Bardin getting an aura that reduces AoE damage by something like 50%, again, the reasoning being he is especially aware of certain dangers because of his veterancy and alerting his allies to potential sources of harm.
you’re right they should totally buff the minigun FF (dear mr fatshark this is a joke pls don’t)
Exactly!
You are right, no doubts, I’m not a lore expert and I thanks you for the info… Anyway I talked about lore, but my first motivation remains gameplay.
Scavenger wich gives us a 20% to get 1 item among 5… I see it as RNG into RNG.
Free bomb on ult is fun… someone likes it, but I find it a little bit “meme”. RV’s ult has a long cd, it isn’t something you can spam to exploit free bombs.
10% from Ingenious Improvisation is just another “RNG factor”. It would be useful if paired with traits like Home Brewer… but we would lose the support purpose (for example Proxy).
I still think that RV’s support role remains very confusing and there is a wasted potential… and I thought that, focusing on pots, instead of a meh pots/bombs hybrid, could make the career “more clear”.
I would like to see a Scavenger wich gives only pots. An ult that spreads the pot’s effect within smoke’s range, a kind a Proxy. More slot for potions. Something like Ingenious Improvisation buffed to 35% BUT it mustn’t stack anymore with similar effects.
From the other side, it’s super cool that OE has cool synergies with bombs… but, once again, how much is exploited (in a positive way) this aspect? How many times, in hardest contents, do you have 6 bombs (3 from OE + 3 from the other memebers party) to store?
He has a stove on his back… he has fuel, black powder… he could somehow craft bombs! I see this role stick more on OE than RV.
It really is actually, now that the free bomb buff sticks around after Ult. You can just Ult off cooldown then next time your Ult is up you have 2 free bombs to play with! I think you’re hugely underestimating this talent but whatever I guess.
I think RV would be a funny support / potions option. Fit into the lore of the universe as a ranger who explores the mines and mountains and knows all kinds of roots to make concoctions. I also see him as a brewmaster who contributes the precious ale during the battle to quench the thirst and cheer up the spirit.
In the game I would implement it with a talent of sharing potions to the whole team (50% duration that can be combined with the attributes of the amulet), or the choice of being able to carry 2 or 3 potions (same as the engineer with the bombs.
Totally agree.