Lurker Adds 2¢ on Stagger (Vermintide-Diablo)

I’ve been lurking for a bit but I just wanted to add my 2 cents to the general discussion.

I enjoyed the more stagger resistant enemies for how they change the dynamic of the game.

While waiting for WoM I had been playing Vermintide 1 again and was struck by how methodical and paced everything was. You had to be deliberate in your actions and gauge carefully as enemies were a real threat. Vermintide 2 has been fun and I have enjoyed every minute of the game, but my friends and I have joked how the four of us kill a 1000 point army every match. The faster pace was balanced out by increasing the numbers of enemies, but it rendered the kill counts farcical and feeds into another problem I’ll propose below.

While playing the last couple of days my friends and I were quite impressed with how dangerous the enemies had become and enjoyed the added challenge. Coordination became more important, there were excited discussions of tactics and weapon combos. The sound of a horde moving in was met with calls of “Tighten the formation! Shields up, spears out!” as people deployed in a phalanx to protect the ranged specialists. They, in turn, pick off the critical enemy leadership before they can disrupt the formation.

The gameplay as of yesterday was a tense, but satisfying, dance of tactical requirements that you just didn’t get in the past. In a large part because you didn’t need specialists on a team and because constant dodging would pull people away from each other.

So overall I have found the changes have: increased communication, incentivized coordination and changed up play styles for the better.

That said, I understand that some are not happy with how ‘sticky’ combat has become. Each opponent is harder to defeat and, with the number of enemies involved, it takes longer to move through the level as a result. This problem, alluded to above, could be offset by reducing the number of enemies allowing the same pace of movement through the level.


Of course, needing to retaining a rapid pace is perhaps its own issue, fed by two other subsystems. First you only get rewarded by finishing the level and second the longer you’re in the level the more likely you’ll make a costly mistake. Quicker levels have less chance for mistakes and thus more chance for rewards. Stronger enemies make the levels take longer, thus increasing the chance of mistakes and thus decreasing rewards.

Personally, this doesn’t really matter, I’m here for the gameplay with friends not the victory screen but I can understand the vicious cycle this might inspire.

This discussion veers on a tangent now, but perhaps finding gear in the level as a result of time spent in the match might break the negative feedback loop. Though that’s almost as though suggesting Vermintide-Diablo.


Anyway back on the original topic: I see the stagger resistance was dropped in today’s patch. I hope this is an initial adjustment and that steadily things will be moved up to a balance point between formations of specialists and lone wolf generalists.

Either way: Thank you Fat Shark for the fun game.

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It sounds like the changes make pre-made runs more fun and engaging at least. I think the main problem is for everyone else. It’s a bit too easy to get overwhelmed at the moment unless you can trust your teammates implicitly.

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You might have the right thought there Sno. The problem isn’t more or less stagger exactly, it’s more you have two groups of players to serve by the same game.

  1. Those who play with a team want more challenge because it encourages teamwork and coordination.

  2. Those who play alone or with a random party want things kept as they are because it allows them to find success despite the uncoordinated group.

Just spitballing a bit here but what if the answer is to change the values depending on the group.

  1. Team queue: new stagger
  2. Solo queue: old stagger

Far from a perfect solution but it’s a thought at least.

Why it could just be something the game host can set, let players customize their experience in some way? That’s a whole other can of worms though.

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I think none of that is bad - having to teamwork and stuff.

The thing is - they could have achieved this without as much mess. That’s exactly how players do things currently in modded modes like Onslaught. You absolutely have roles, teamwork, all that.

Making enemies harder forces team work - not the stagger mechanic in general, which remains a side-grade that also just broke balance.

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We’ve not tried modded realm yet BizarreSalp though it sounds like we should. My current group is still fairly new to the game, they were just succeeding at Legendary when the patch rolled in, and still have gear to collect. I was under the impression that you can’t get gear on moded realm hence the delay.

By itself the stagger mechanic doesn’t seem that bad to me, though it is far from clear what everything does this isn’t an uncommon problem with this game. :wink:

I assume they were trying to give a reason for a mix of weapons. Blunt that bashes around, edged for the damage. Which fits with the team play aspect but not so much the solo style. After all, if the edged weapon can control the group and do more damage than the blunt, why bring the hammer?

Plus I’m not exactly sure how else they could make enemies harder to achieve the desired effect. It’s not as easy as just, giving them more hp. They needed some way the blunt weapons could provide a useful advantage without just buffing their damage values.

I don’t really know, have you got any ideas?

In Onslaught, there are more enemies (and mixed hordes, as we have now), but Deathwish also increases HP and stagger resist. CC weapons like Two-Handed Hammer were staples in that mode because of their control - between the numbers and health, enemies couldn’t just be cut down quickly enough. The numbers is an issue for stability, but there are still other possibilities.

Another option suggested a lot during the month-long beta for this was to make the “stagger damage bonus” an innate quality of specific weapons that are built around crowd control. Right now, 2H Hammer and Shields are good and usable, but the biggest winners are things like the Executioner Sword and Glaive - they have high damage AND good stagger, so they’re still way over-performing. Giving this damage buff (in a hopefully simplified form) to those CC weapons would give them that unique niche and a cool buff, without having to re-engineer the entire gameplay balance, and making light weapons functionally obsolete.

Stagger mechanic in general is mainly a problem for the fact that it kind of destroys the ability of a player to know how much force is needed in a specific situation. Prior to this, due to the fact that you have to deal with a dozen or more enemies of multiple varieties, while paying attention to positioning, allies, health, special enemies, and ult meter, it was good to know “my weapon takes three hits to kill this enemy”. Now . . . you really don’t know. Stagger bonus only lasts as long as the stagger animation, so your attack that you thought might finish an enemy hits just after it ends, meaning you don’t kill. It adds a huge new variable that isn’t something the player can track, which makes it more of an annoyance than skill-based. And further; applying stagger isn’t exactly skillful. Using a strong enough attack, or pushing an enemy is all you need to do. This makes it less engaging, in my opinion (and a lot of players’ opinions).

So I’d say that it’s not that making things harder is bad (I don’t mind having to play as a team or even fail more, most high-skill players don’t), it’s that this is such a . . . roundabout and bizarre way to achieve a goal that we could have reached through much easier means, while also not making light weapons worthless.

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I made a thread expressing something similar, in that reducing enemy counts could be a decent middle ground between people who like the tension and tactics of the ‘new’ VT1-ish combat while easing up on people that like VT2 and its pace/feel somewhat.

That said, splitting the game experience up even further with changes between teams and solo queues is going to cause more problems in adjusting, since people are not always going to have a reliable team to play with and the changes in gameplay can cause muscle memory to fail. The fact that they even changed stagger values again today shortly after introduction to live is annoying. If they keep tweaking it the people that aren’t enjoying the stagger system won’t ever adapt(on top of the jump from legend to cata being harder to adjust to now, but that’s an entirely different topic).

I like stagger as a concept, there are just too many enemies right now for it to feel consistently enjoyable and I think as the game continues its trek towards the first in terms of design, horde sizes and the like will probably need to be reduced as well. This doesn’t have to be a bad thing - elites can be made a lot more interesting(ie lethal, complex) when you aren’t fighting like 8 of them at a time, and stagger being an efficient way to shut down more dangerous ones gives them clear value without mitigating the worth of lighter weapons.

Onslaught and Deathwish sound fun, maybe I’ll look them up.

Another option suggested a lot during the month-long beta for this was to make the “stagger damage bonus” an innate quality of specific weapons that are built around crowd control.

I’m not sure if that would really address the issue though since you’d have a few options:

  1. Edge can kill and control so you don’t need blunt.
  2. Edge can kill and control but blunt gets a buff to control. Still don’t need blunt, edge will do it all.
  3. Edge can kill and control but blunt gets a buff to control and damage. Then it comes down to which weapon is faster at killing which the edge weapons tend to be better at.

As I see it at the moment, the only way the blunt weapons can find a niche in the meta is if their unique purpose compliments the blades.

From my experience so far blunt hammers and shields can’t kill the horde but they can stop them killing your team. Those teammates then lay in with the blades to actually cut down the enemy numbers.

  1. Blade alone, kills but can’t defend.
  2. Blunt alone, defends but can’t kill.

That said, I haven’t tried the glave or executioner swords yet, it sounds like they get to be both a blunt and blade which would ruin the synergy.

It adds a huge new variable that isn’t something the player can track, which makes it more of an annoyance than skill-based.

I’m not sure I can agree with that. An enemy falling with exactly a certain number of blows isn’t skill, that’s memorization. Skill is about adapting general knowledge to a variable situation, not being able to count to 3 many times in a row.

I would say that selecting targets that are weakened and applying pressure to disrupt the enemy formation is very skillful. Tracking who your teammate is staggering so you know how to maximize your damage requires far more focus and ability than just hitting anyone one target a set number of times.

It’s more taxing to be sure and it does require a teammate who keeps a solid rhythm but it’s certainly more skillful.

Though if the enemies were more distinct that would help, since they all look somewhat similar it’s hard to pick out which guy you might have hit in a crowd.

I see where you’re coming from but I’m not sure it really addresses the problem.

I see where you’re coming from Osrali. Splitting things would be a problem you’re right. Maybe the answer is to use the new stagger values but with less enemies and just see how that tracks.

Okay random thought: the number of enemies could vary depending on if it’s a premade team or not. That wouldn’t require a change to muscle memory and would adjust the difficulty based on the play style. Ah but that’s still pretty general and could hit all sorts of snags.

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To be honest, my whole thing at this point is recognizing that Fatshark’s solutions to problems need to be very general, because their game is unfortunately a mess and it’s hard for them to fix individual problems. The reason for the initial dodge changes was because they couldn’t reliably fix ice skating enemies and hyperdensity, netcode issues, all that jazz. Undoing them just makes those problems more relevant for people, and stagger slowing the game down kills the pacing for many on top of everything else. Hyperdensity is never going away, it’s just part of the game. Reducing enemy counts means it’s mitigated, at least somewhat, since fewer enemies are going to be available to bunch up in the first place. It also provides visual clarity for things like dodging, line of sight, etc.

Actually, instead of just going over the points again and again, I should probably just link the topic and hope that it gives people something to think about. I’m optimistic that it’s a good next step because it’s an easy fix, which is what this company needs right now.

I appreciate your enthusiasm, as well. Discussions like this are sort of refreshing.

I feel like ‘mess’ might be a little harsh. :wink: The intent is there and a lot of the ideas are good individually there’s just some unfortunate consequences when you bring them all together. Weapon breakpoints changing with difficulty, hyperdensity and 1000+ kills per player.

You are right though, dropping the number of enemies would be a pretty easy fix to at least try out.

I should probably just link the topic and hope that it gives people something to think about. I’m optimistic that it’s a good next step because it’s an easy fix, which is what this company needs right now.

Thanks for the link, I’ll take a look at that in a moment.

I appreciate your enthusiasm, as well. Discussions like this are sort of refreshing.

And you’re welcome. Everyone in this thread is providing some really interesting insight and the discussion is useful. Vermintide is one of my favourite games, happy to spend the time discussing it.

It is harsh, but I don’t necessarily mean the mechanics involved - moreso how it was programmed. There are just too many problems ingrained into the game’s code that they can’t untangle from the rest of it and these are just things we have to live with and work around. A small example being early on in the game, having 10+ stamina shields crashed the game - so they patched over it by not allowing you to ever acquire that many.

I just want them to commit to these changes if they’re actually digging in their heels regardless of the feedback from the beta periods. It’s fine to try and reach compromise with those for and against the changes, but when implementing something this contentious it helps to try and push with some confidence, maybe attempt to show off how it makes the game more fun to people, really overhaul the game instead of tweaking it just far enough to frustrate.

A small example being early on in the game, having 10+ stamina shields crashed the game - so they patched over it by not allowing you to ever acquire that many.

Huh I did not know about the 10+ crash but ya, it’s made by people things won’t be perfect obviously. No harm, no foul.

It’s fine to try and reach compromise with those for and against the changes, but when implementing something this contentious it helps to try and push with some confidence, maybe attempt to show off how it makes the game more fun to people, really overhaul the game instead of tweaking it just far enough to frustrate.

Totally get what you’re saying here but we’ll see going forward I guess? Hopefully this, and other discussions are of some value to the designers as well.

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But literally - this is not the case in DWONS precisely because you can’t kill enemies faster than they can pile up and overwhelm you. If you try, you WILL get backed into a corner where you’re surrounded and cannot stagger/kill them fast enough with attacks to keep from getting overwhelmed. A DW, ONS, or DWONS team needs to have control and killing power both - without game-changing mechanics.

A tweak to dodge to make it a bit less powerful, maybe a wee bump to Legend enemy health (like genuinely 10%), and Cata having higher stagger resist so you really benefit from CC - that would have done the same job, and also not invalidated light, fast weapons. The fact that 2H Hammer and Shields got a mobility buff also removes their biggest downsides, which is fantastic (and incidentally a buff I’ve been advocating for for a very long time).

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And it should be noted - now light blades don’t have a role. Honestly, neither do CC weapons. Just take an Executioner Sword or Glaive or Flail or Flaming Flail . . . things with decent damage AND stagger, and you’re just a one-player army again.

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The game on live (prior to yesterday’s patch) reminds me of launch days. Tight formations and holdout spots with people worrying every horde that a wipe was around the corner. I saw people resorting to defensible locations that I haven’t seen used in months, and it made me genuinely happy to see pubs trying to utilize tactics to compensate for the dodge reverts that have helped to walk back a year of power creep.

Loot was much harder to come by. Make no mistake, on live you’re probably getting less than half the legend boxes you would have before. Levels are taking longer and people are failing more often and I think that’s ok. When you could pub Halescourge in under 15 minutes with a 95% winrate, I think it’s time to dial things up.

But literally - this is not the case in DWONS precisely because you can’t kill enemies faster than they can pile up and overwhelm you. If you try, you WILL get backed into a corner where you’re surrounded and cannot stagger/kill them fast enough with attacks to keep from getting overwhelmed. A DW, ONS, or DWONS team needs to have control and killing power both - without game-changing mechanics.

I assume you’re talking about modded realm? DW - death wish, ONS, - onslaught or DWONS -deathwish onslaught? If so that’s good to know for when I try it, though a bit outside of the discussion your quoting.

It kind of sounds like the modded difficulties haven’t gotten a very good balance going. They just have /more/. More hp and more enemies but since there’s no effort to balance the two you can’t set up a good synergy for team play. Or do you mean they have good synergy in some way using the overtuned weapons? I’m not really following.

A tweak to dodge to make it a bit less powerful, maybe a wee bump to Legend enemy health (like genuinely 10%), and Cata having higher stagger resist so you really benefit from CC - that would have done the same job, and also not invalidated light, fast weapons. The fact that 2H Hammer and Shields got a mobility buff also removes their biggest downsides, which is fantastic (and incidentally a buff I’ve been advocating for for a very long time).

Okay so I think you’re saying

  1. Reduce dodge.
  2. More health but only for legend, so more more hits to kill.
  3. And changing the new cataclysm difficulty so stagger is harder.
  4. Light weapons are invalid

Which if I follow your reasoning:

  1. You can’t dodge as easily so you need backup, like a second teammate with a blade to kill the guy you can’t dodge?
  2. On legend the extra health will make it harder to kill enemies so you need more damage to overwhelm them.
  3. Why more stagger resist in cataclysm difficult though?
  4. Why are light weapons invalid though? They have a high damage output but struggle with control. Is there something else not mentioned her about how light weapons are preforming?

But I feel like I’m not grasping what your plan is because I’m not really seeing how this brings a team together with synergy. If an edged weapon can control and kill I’m not seeing how I need anyone else to help out.

Just take an Executioner Sword or Glaive or Flail or Flaming Flail . . . things with decent damage AND stagger, and you’re just a one-player army again.

True though that sounds like it’s unintended.

Ya I know what you mean barbieqfreak. I’ve mostly played with friends, about to go do so now actually, but it’s been interesting to see the occasionally needed 4th player keep in close to us rather than run off all alone.

I’m tired, might not be writing too clearly.

The problem with control weapons isn’t that they’re bad; it’s that in old Legend, their roles just weren’t necessary, because a team of all-DPS could kill enemies fast enough. In modded realm modes like Deathwish Onslaught (or really, either of those alone), the ability of things like shields and the Two-Handed Hammer to control groups of enemies were actually useful. It did not require a change to the fundamental gameplay. If you play one of these modes, you need some people to have high damage weapons, but you also need others to have control weapons - Slayer with 2H Hammer, Sienna with Conflag, and Ironbreaker with Irondrake were very common picks. While not perfect, this achieved a good balance of roles and promoted team-work - your CC character would control hordes, while snipers took out key specials, and damage-dealers worked down the hordes.

My for suggestions were meant as an alternative to what we currently have; doing those points would remove the whole purpose of the stagger mechanic - because it is not succeeding at the role it is supposed to do. While you’re saying you’re having a good time using specific roles (and that’s good), this mechanic is also easily worked around by just using very specific weapons that abuse it (like Xsword, Glaive, et cetera).

And currently, weapons that are fast with low stagger are simply at a disadvantage because they cannot stagger enemies alone, and therefore cannot do meaningful damage. They’re not disadvantaged in DWONS, because there are no damage buffs from stagger - it may take more hits to kill, but it’s true for all weapons. You’re not trying to hit the guy your ally is staggering, you’re letting him control some while you kill others.

Tl;dr: Stagger mechanic can be cheesed, and is overly-complex. Following the example of Deathwish and Onslaught is a better route for balance, and does not upset what exists.

Finally, just to clarify about Deathwish - it only makes enemies have more health, more stagger resist, and deal more damage. Pretty simple. Onslaught is more interesting, because it increases spawns, but also adds elites to horde waves (something that was also done in Cata, and was a good move) but also re-does every finale to be much more challenging. For example, two bosses spawn in the finale of Righteous Stand. It’s definitely too hard to be taken straight, but it uses more clever ideas without completely borking existing balance.

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No worries! Easy to get tired, I am too XD

Ahhh I follow what you’re saying. So somehow the mods are able to bring about this balance. How do they do it?

Ah you answer later, though this will require some, parsing.

Okay I think I get it. To improve teamwork they brute-forced all the values. More health, more stagger resist, more damage, more units, more bosses, more normal guys.

But from the sounds of it it’s less synergistic since you don’t work with your teammates so much as parallel to them. You don’t need to track your allies actions, you just do your thing on your own to the side and so do they, eventually, if your raw damage output is greater than the enemy, you win.

A bug isn’t the best way to judge a mechanic. If those weapons are overtuned they should be adjusted. We’d not used them prior to the revision patch which has really made it all moot.

.... if they are not paired with a high stagger teammate who has low damage.

I’m sort of assuming that’s the next part of your sentence. Or are you saying that each weapon needs to be good at all things in isolation? Because that’s not an unreasonable stance to take it’s just a different one.