Ok so, being the guy who made the current incarnation of halberd obviously I’m gonna be biased but I’ll give some background on why I made the changes I made.
I’ve over 4000 hours logged in Vermintide 2 (and hundreds in verm 1) and Kruber has always been my mainstay character. I absolutely loved halberd on release and used it on every kruber career and continued to do so even into patch 1.6, not really swapping off it completely until the release of WoM.
I spent a long LONG time debating what halberd’s issues were, how to fix them and what the identity of the weapon is.
Issues and Fixes:
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slow and cumbersome, but this is also something of a defining feature of halberd so I didn’t remove that aspect entirely. Biggest change I made here was increasing the dodge bonus to 0% instead of -5%. To me it made no sense for a polearm, even a halberd, to have -5% dodge bonus when the only other weapons with negative dodge bonuses in the game were drakefire weapons. As for the weapon itself it still has a “heavy” feel to it which is inline with the identity of the weapon.
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Combos: optimal use of the weapon employed a grand total of TWO combos, all you’d do is L1 block cancel for hordes and spam push double chop for elites if playing optimally, none of the other tools available saw any use. Now I COULD have just tweaked numbers and left it at that but that wouldn’t have made the weapon more attractive, interesting or really maintain an identity (imo). The big issue Halberd had is it kinda lacked an identity. It was sort of a jack of all trades master of none in terms of the optimal combos it had (decent single target, decent horde clear) but it really wasn’t good enough at either of these and it certainly wasn’t enjoyable compared to the various other weapons on offer as of patch 2.0. I needed to find a way to modernize halberd without sacrificing what makes Hally, Hally. So I tweaked the combos create a much more fluid version of what we already had, making use of ALL of the halberd’s kit. Every attack has a purpose now and Halberd is now better for it but it still serves the same functions as before but with more tools to do so and it’s a little better at it now so it’s not lagging behind the rest of Kruber’s arsenal.
Here’s the thing, I understand Fatshark has a design philosophy but that doesn’t mean what they want is inherently best for the game (or in this case, the weapon) it’s undeniable that there are just as many flaws in FS’s designs for weaponry as there are in various community ideas, neither is a monolith. Another thing to consider is that responding to and learning from feedback is another big part of Fatshark’s philosophy and in this case they opted to roll with what I and the mod team put on offer; Brytarn even stated that all the changes they implemented had his/FS’s approval. Clearly they aren’t as rigid in that philosophy you sited in the Original Post, OR they don’t interpret my changes as a violation of it. Personally I don’t think I’ve killed the identity of halberd at all, my intent was to intensify/enhance the identity it has and on that front, based on community and developer feedback, I succeeded.