…in a game like vermintide. To understand my point you should remember Vermintide 1.
What is Vermintide? For me it’s an action game where you use all tools available, you use melee and ranged weapons in your kit to kill and survive.
What the current differentiation into ranged and melee specialists does? Melee specs use ranged for 20% of combat, ranged specs can spam ranged for 80% of combat. Almost with any career, the game will heavily encourage you to go all the way into:
- melee spam (mercenary, footknight, slayer, handmaiden, zealot),
- or ranged spam (huntsman, ranger vet, waystalker, bounty hunter, pyromancer).
It’s like playing “half a game” in a given moment (not quite so, but get the idea). Your gameplay is less varied due to one option dominating the other (ranged>melee, or melee>ranged).
What Vermintide 1 did great - is the balance of melee and ranged combat, almost everything was right - ammo counts, ammo sustain traits, the effectiveness of ranged.
You could use and enjoy both types of combat, mix them and feel like a hero. Overcoming a difficulty with your wits, using a combo of ranged+melee - is much more satisfying, than overcoming it by throwing more ammo at enemy’s faces, or trading more hits in melee.
The great balance of Verms 1 ranged<->melee combat reminds me of another great game - Warhammer 40k - Space Marine. It was so awesome to feel powerful in both melee, and ranged aspects, to seamlessly transition from butchering orks to shooting them and vice versa.
The only thing positive about ranged<->melee career differentiation is “rewarding balanced team composition”, which i think doesn’t work enough, because the combat when schit hits the fan is so chaotic that most of the time every1 is for himself. If the combat is easy (low-med pressure), so you can stay coordinated, then you dont need the “balanced team” to win the fight anyway.
Besides less varied gameplay, another major problem about “ranged and melee” careers is: trying to fix “ranged meta” - is an unrealistic task.
If ranged careers wont be able to spam ranged - they would be too bad relative to melees and will loose their point.
If ranged careers still can spam ranged, but the ranged damage is nerfed, then this nerf affects melee careers too, and they definitely don’t deserve it.
Just to give you a rough idea what i’d like to have instead:
Passives, talents, and ultimates don’t split careers into melee and ranged, rather, they split them into something like:
- “tanky melee”+“high ammo count ranged”,
- “fast melee”+“fast reload speed ranged”,
- “hard hitting melee”+“high ammo sustain ranged”.
so every career gets some perks for both melee, and ranged combat!
The differences in gameplay would be the nuiances on how you use melee and ranged on each career. Now i wish you will think out of the box here, not with just the passives and talents that are done in V2, but more creative, making career perks that affect gameplay more heavily, than +20% hp, or +2 stamina.
A very sketchy possible way of career differentiation:
Knight is turned into double melee career, with some small buffs to compensate (less Ult cooldown, a way to reset it faster). With good and varied weapon balance for Kruber, this would be fun, when you have two melees that supplement each other.
Merc gets passives/talents to sustain (or use more effectively) the repeater handgun and blunderbuss. Nerf melee a bit to compensate. Ammo sustain is probably melee scavenger from Vermintide 1 (as a passive).
Huntsman gets weaker in ranged, but stronger in melee with increased attack speed and mobility (higher move speed during attacks and while holding block), ultimate tuned to be useful for melee (first melee headshot from stealth one-hit kills man sized enemies). Still good for handgun and longbow, same ammo sustain principles with ranged. New ammo sustain with melee - headshotting a target in melee have a chance to give ammo, higher chance when you do a killing melee headshot.
Ranger vet gets 150 base hp, nerf ammo sustain, combine all 15th level talents into his passive - to drop one thing randomly from a special.
Ironbreaker gets +100% ammo count (from his backback), nerf dmg resist and gromril, flame weapons should overheat faster, but not doing attack slowdown.
WS-HM-shade. Waystaylker gets scavenger from V1, Handmaiden - regens ammo from headshots, shade from backstabs as a passive (concrete gain should be tuned individually for ranged weapons) (and backstab - tied to melee damage, not to the number of hits).
Witchhunter - BH - Zealot. WHC - when you tag an enemy and he dies by a teammate - you get ammo; make tag having much less cooldown for WHC so he can tag enemies more often. BH - sustain with the cycle “melee kill-ranged kill”, guaranteed, unlike scavenger, in result the same sustain, but a bit more ranged damage (crits repalced with simple dmg buff). Zealot regens ammo by taking damage (to both temp and green hp).
oh and scrounger should be removed, conservative shooter can stay i think.