# IDEA Warrior Priest rework? Post patch

**URL:** <https://forums.fatsharkgames.com/t/idea-warrior-priest-rework-post-patch/90076>\
**Category:** Gameplay Feedback\
**Created:** [December 25, 2023, 1:42pm UTC](https://forums.fatsharkgames.com/t/idea-warrior-priest-rework-post-patch/90076 "2023-12-25T13:42:54Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![Danielgafforio](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/danielgafforio/32/55115_2.png) [@Danielgafforio](https://forums.fatsharkgames.com/u/Danielgafforio)\
**Post date:** [July 6, 2024, 4:49pm UTC](https://forums.fatsharkgames.com/t/idea-warrior-priest-rework-post-patch/90076/5 "2024-07-06T16:49:52Z")

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I think that with these additions, he would be able to survive in the same way, but with other uses such as “divine excoriation”, prayers along with the level 25 relic, and the level 30 talents would remain the same after the patch. …  
I think it’s interesting that Victor maintains his versatile and hybrid class line.  
With these changes that I proposed, he would have several build options, such as DMG/DPS using the level 20 talent to charge part of the passive (causing criticals) and then using the relic to charge the rest of the passive, thus being able to stock the passive almost instantly but losing the advantages of other talents.  
also a build to take down enemies using the level 20 passive to charge with hits instead of kills along with the level 20 divine excoriation and increased duration of the level 30 ultimate, that would be incredible.  
build of “healer” would continue the same thing.  
So with such a versatile kit, I believe that 150 HP wouldn’t be necessary, 125 would be great.  
And as you mentioned, it would be good if changes like this came to other characters, to make the kit more complete and versatile (and especially fun)…  
I’ve already made some ideas for all the characters, but my favorite is Victor, Bardin and Kruber (Knight).

> [@Bardin's rework?](https://forums.fatsharkgames.com/t/bardins-rework/72004):
>
> REWORK/BALANCE BARDIN In these balancing ideas that I bring, all changes are based on small things that I noticed playing, I’m not a main bardin and some ideas can be better checked by someone who is a main bardin, and these buffs and nerfs would not always be because the character is “bad” or “good”, sometimes it’s just to make it more thematic or fun. CAREERS: :yellow\_circle:PATROL VETERAN TALENTS level 10 last breath: REWORK, bardin gains 18% melee power when your weapon clip is empty.…

> [@Buff/rework kerilian,Siena,kruber](https://forums.fatsharkgames.com/t/buff-rework-kerilian-siena-kruber/50328):
>
> Balancing/rework ideas kerilian,Siena,kruber Warhammer: Vermintide 2 Feedback I would like to leave here some ideas to change the classes, and these ideas are to make the character better or more fun. I didn’t include some classes like some Kerilian ones because I don’t play much and I don’t have any ideas, Victor and Bardin’s I did separately from the other characters. :large\_blue\_circle:Kruber knight balancing/REWORK :shield:New BENEFITS unbeatable: reduces the time of Kruber’s career sk…

> [@Victor saltzpyre rework?](https://forums.fatsharkgames.com/t/victor-saltzpyre-rework/73872):
>
> victor saltzpyre Rework and balances in careers and weapons. I play Victor since the end times until today warhammer vermintide 2, and I realize that he can receive some changes to improve the gameplay or make some talents cooler without being OP. These are just ideas to make some more fun or thematic things. :red\_circle:WITCH HUNTER Talents: Level 10) ripose❌" holy trap": victor gains 2 traps in his bomb inventory. Traps reappear in the inventory every 30s. The first enemy that passes o…

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