Gifts of the Wolf Father and Patch 5.2.0 Patch Notes + Hotfixes!

20% power vs skaven and 10%power vs armoured i have on my sister. I dont have enhanced power and i used poison spread on crit. So it isnt fully into it and therefore still better than longbow overall.

The only real negative effect of the nerf to Coruscation Staff is that it’s going to be pretty much impossible to get that Necromancer challenge of gaining 4 bars of overcharge in a few seconds anymore. That’s it. Still a very powerful weapon.

Related-ish note: Seems they fatsharked BW this patch. Lingering Flames now seems to stack in addition to tick faster, which makes for some pretty ridiculous damage. It’s crazier than the old Famished + Lingering build.

I did that with Beam Staff RMB before the patch. This option should still exist. And if I would get my will the heat cost of Beam Staff RMB would increase, making this even easier. Different topic though.

Obviously busted. Let’s wait and see how long it will take to fix this.

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To be fair, WP is mostly useless against monsters so this change may be less overbearing that you may think.
On another hand i’m very curious to chek those swords buffs, i wonder if the gratsword can be good now.

I’ve been playing great sword grail knight with lots of success before the buff. Now with the sword’s buff as well as the buff to 30% heavy attack talent wise… great sword grail knight is gonna be even more of a (mixed) hordes lawnmower for sure

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I am hoping for the sword to be good in the hands of the Foot Knight, in particular not hitting like a wet towels on super armor, but i don’t have much hope really.

It was already great on FK, it was one of my go to loadouts. You can always bring handgun to help with CWs but like 90%+ chance someone on an average team will delete them and you can get everything else off that person so they can do their job very effectively.

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I do bring a handgun; it deals good damage to super armor, but it has a long reload animation. If you are fighting a lone cahos warrior, it’s fine. Against a patrol, it’s a dent. And it feels very bad when you charge a patrol; they are all lying on the ground, you start to spam the push attack, and the chaos warrior gets up like it doesn’t even tikle.

Edit, i checked the handgun reload now, has it been buffed in the recent patches? i felt it being faster than what i was used it to be

Against a Chaos Patrol EVERYTHING should feel bad. And if it doesn’t then somethings wrong with the balance. Also, Greatsword is actually quite useful in this situation. As the weapon is based on dodge movement anyway, you can do your usual thing and slowly wittle them down. Greatsword is one of the few melee weapons which can reliably hurt more than one Chaos Warrior with its heavy attacks.

Though, Greatsword mostly excels at mixed hordes. Chaos Warriors within hordes and similar.

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Then there is something wrong with the balance and basically 90% of the weapons superarmor damage should be nerfed.

“Hurt” is a big word here. you can tikle 2 chaos worrior with one heavy attack yes.

We are talking about fights against whole patrols, not the superarmor damage per se. Seriously, if a Chaos Patrol on Cataclysm is not perceived as threat anymore and just hunted down for the giggles and the power of green circles, something is wrong with balance. Either of specific weapons or in general.

People have complained Greatsword should be buffed although it was unnecessary. Yet, they are still dissatisfied? When will this end?

If you make every weapon good against horde and elites you decrease variety. Sure, they are all “more viable” but they all feel the same. It doesn’t make sense. People have to accept that not every weapon is fitting their personal preferred playstyle. There are a lot of weapons I simply can’t use because I find them boring. But I just accept that.

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I wasn’t suggesting it was an answer to solo a whole patrol. You’re not really meant to aggro those if you can avoid it though, and if you do I would hope your whole team is there and it’s not down to you, at which point you can still buy them a good amount of time with general FK things.

I know not everyone feels the same but I think it’s fine for weapons to have serious weaknesses that requires team coverage if they’re good at what they do and GS in general lines up with that for me. FK gives it steroids it particularly appreciates (raw power boosts and attack speed), so I personally rate it as a good pairing, though Merc debatably uses it better.

Actually I did play around with it on WP on modded too and I gotta say the empowered smite visuals combined with GS cleave feels incredibly satisfying. I wish that was an allowable loadout in vanilla.

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Mind you, the prayer is 25% for each teammate, i called that 100% in total but this means that something like a shade/engi/Necro now also have 25% extra with a WP using that in the team.

25% extra power vs monsters on a necro is already something i can picture, spawn goes down in a flash.

I really don’t think War Priest needed buffing, although I do appreciate the effort to make fury less annoying to manage. I also feel like the Bounty Hunter thing should be at least 70%, considering the character really didn’t need nerfing overall. Stunlocking bosses with it may be a meme but it’s not that big a deal in practice.

People are claiming the dual dagger nerf hit the dagger and sword too, dunno why they don’t just say that but if so I think it’s fair.

The new 2 handed sword is really fun.

This has nothing to do with threat or not, this is about being able to do something meaningful during the fight or sit back and watch the other people play the game while you have a coffie or somthing…

I agree to some extent, that’s why i have basically never used the thing, I was hoping that the changes could give me something new and fresh to try since after 2000 hours in this game and the release of Darktide i had pretty much shelved the game.

That would be fine design of the weapon if:
You could have a reliable way to cover the weakness with your ranged choice.
Or if there would be more emphasis in roles for matchmaking, having to depend on a buch of strangeres has not been very much a thing in any coop game.
The strong point of the would be enough to counterbalance this weakness, and i’m talking about the stagger in this case, it requires to much investment if you want to hit both stagger BP to both Plague rat and maulers. It’s damage cleave is good but having to forsake swift slaying partially invalidate it.

GS is good in the hands of a WHC, decent on a Merc, and mediocre on a FK in my rating.

Probably true, but also consider the fact that you have to give up a talent slot that could bring value for 100% of the run for something that brings very situational value (assuming that it works for pakmasters as well, if not then i would argue it being a bad talent)

Someone feel free to tell me if I’m just straight up wrong here but I’ve been playing Bardin for somewhere in the region of 800hours, most of that on Cata, but about 25% of it on Legend. I’ve been playing Engineer a lot since he came out and as much as I like some of the changes here they really don’t help with Bardin’s OE survivability in my experience:

His survivability still feels really awful. Losing the attack speed on crank stacks has really punished his survivability a lot with the slower melee weapons, and if you take Full Head of Steam to gain a fraction of that former survivability back, it makes you really not want to use your crank gun even more because you’re giving up the other skills which “buff” the crankgun – at which point you are effectively playing Squishy IB which kind of makes you wonder why you picked him at all.

Add that to the fact that the crank gun spin up rate and starting spin up speed is much worse now unless you use LCC (And therefore you can’t use Hoppers, which is something you really kind of need to make the crankgun last a reasonable amount of time) or if you take it out way in advance and hold the spin-up button for awhile (which makes you a massive target who can’t block or reasonably dodge incoming attacks). Every time you take the thing out either to use or crank it you become a massively liability who cannot defend himself. I think it should be obvious that no team mate wants to babysit Bardin while he’s using or cranking his gun (Every <12s if you’re not running Gaskets) to protect him from hordes and also enemies that randomly just spawn behind you, but unfortunately using the crank gun requires exactly that.

I feel like my fears when I saw the patch notes earlier this week have come true and the developers ideas for OE are just more off-loading all of his survivability issues onto your team making a lot of his survivability into their responsibility, which really makes playing him feel miserable most of the time if your team aren’t going to defend you which 9/10 times they’re not. I really dislike the fact that OE’s survivability issues have just been outsourced as “now it’s your team mates responsibility to worry about your survival even more than it was previously” because it gives you as the Bardin player less control over your own survivability which feels god awful and is very frustrating because you feel helpless to solve your own problems, and forces you to rely on people who are almost always not-to-be-relied-upon, especially in Quick Play.

Overclock is so situational you don’t really get to use it because cranking is a massive “COME HIT ME I CANT BLOCK” for the enemies to punish you on and it takes more than one crank to overclock (unless you just cranked to 5 stacks less than 2s ago, which is a rare opportunity in times when you actually want to use Overclock). It also uses a stack of Ablative Armour every time you take damage from building an overclock stack and it eats non-insignificant amount of HP per stack you build which feels terrible. I like that the crit chance applies to all your attacks – so you can trigger Swift Slaying really easily with it – but if you’re in a melee pile where that actually matters (and also the only time you’re going to have Temp HP available to overclock without killing yourself to begin with) you don’t have the freedom to be swapping to your crank gun every 10 or 11s to crank it and then put it away because you will be stabbed 4 times by 4 rats inside each other and dying immediately on the spot in the process of doing all of that; since you can’t push or block with the thing – a feature we’ve been asking for for literal years. I understand the slot system in the game is always going to be really bad and having enemies spawn behind you is just a “feature” at this point but come on now, who enjoys babysitting the crankgun’s meter the entire way through a mission and taking risks just to keep it topped off in exchange for it kind of being lackluster against most targets anyway, melee is the better solution to the most of problems that the Crankgun is “good at solving” especially with the removal of Leading Shot.

Once again Bardin’s survivability on Outcast Engineer is because of his Crankgun being just utterly awful to use. Unless you’re in a very wide open spot with no enemies around and no enemies about to spawn directly behind you (which is a useless time to use it in anyway) or unless you have team mates who will willingly babysit you while you use it, which good luck with that especially in QP. Is it really so hard to just add the ability for him to Block and Push while using the Crankgun? It’d solve so many issues. The Crank gun is slow, it’s clunky and it simply doesn’t have enough knockback or panic buttons available to be worth using when you could take Ranger or Slayer and do a s**t ton more damage with 1/3rd the risk.

On the upside his new bomb skill makes the Trollhammer much better though it was fine as it was, and the +25 HP is a really good addition. Changing the way stacks work on his passive is also a good change to make but I think this patch has really not met the goal of “Making OE better at staying alive” and instead has just cranked his damage output up more with explosives, which lets be honest he didn’t need that in the first place anyway.

That wasnt the goal though? The goal was making him less clunky and a bit more versatile with more viable talent options. Him getting some more health and having the DMG - reduction talent buffed was just for those who wanted that.

All lvl 30 options were tuned to be more clear in their benefits/downsides, same goes for the lvl 20 row. As for losing attackspeed from gaskets change, i mean, we got like 20% permanent melee power instead while waiting on the gun to recharge.

As for the innovative ammo hoppers, alright it is a small nerf to its initial activation power, however, if you wana double down it it, use full steam, crank right and look for speed potions / the trinket trait that activates all potion effects off any.

I’m copy and pasting this from the “Developer Blog: Rebalance Pass 2023” posted to the Steam community for V2 on Dec 11:

Next up was Engineer. Perceived not only as weak, but also clunky to use. The clunkiness of the crank gun was clear and we have some changes lined up to alleviate that. The perceived weakness was a bit more tricky. We didn’t see this as an issue of damage output—frankly if the Engineer is allowed to concentrate fire he can put out some ridiculous numbers. But that’s not when the true mettle of a career is tested.

Vermintide 2 is quite easy when you are on cruise control running through levels and killing anything before it is a threat. The true test is when the unexpected happens. When a mauler teleports behind you mid overhead while the elf pulls the chaos patrol just as two assassins spawn. This is what creates those intense stories of heroic clutches that you want to tell your friends, but also where we felt the Engineer fell flat. With no panic button, clunky weaponry, and low health; the chances of his survival were quite slim.

It is a part of the Engineer’s design to be a ranged powerhouse that has to be protected. We want to keep the same spirit of the Engineer, but right now the ranged power to clutch potential ratio is a bit weak.

Granted I’ve paraphrased in my initial comment slightly, but I don’t think my paraphrasing is at all egregious or inaccurate when compared to this excerpt.

Warhammer: Vermintide 2 - Developer Blog: Rebalance Pass 2023 - Steam News Here’s the link to the post.

…That text literally states that the goal was helping him be less clunky but they didnt feel like improving his survival was the way to go in particular.

This is just saying that they were looking to amp his damage/power level to match his weakness to better balance the risk/reward scales. That´d be why he got several talent buffs that mostly correlated to damage but only minor tweaks to slightly improve health and…oh i was mistaken? Doesnt seem like they changed the dmg reduction talent any.

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I’m sorry to sound belligerent here but the entire first paragraph, and even part of the second paragraph, from the post I quoted specifically talks about how Engineer is perceived as weak and clunky (the thing I am saying they failed to alleviate) and how their plans in the current patch (the one we’re now discussing) are supposed to solve or reduce those issues. It’s obvious from context that they agree with his perceived weakness and clunkiness and their intention is to solve it, otherwise they wouldn’t have even brought it up in the first place.

One singular picked out line without the rest of the context doesn’t change the topic that was covered in two paragraphs that came before it. The paragraph you’ve quoted here only says that they wanted to keep him in a position where he needs to be protected – which is true, they’ve done that – but it’s not in good way at all and goes against the essence of the things they claim they want to achieve in the two prior paragraphs.