[PC] - Vermintide 2 - Patch 1.0.8

That was the thing i wanted them to buff all along, but at the same time it’s starting to suffer in the same way the dual axes are, in that your lights are very very niché, while your charged are your go-to attack, which i think kinda makes for a boring way to play.

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Is the damage cap still removed?

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I’m still underwhelmed about the fact that the beta patches themselves don’t receive any support in terms of creating the beta patch as a full experience before proceeding to push it Live; rather than doing so it feels like a BETA patch is pushed forward and then dev feedback stops until next live-release which feels rather meh as someone participating in the beta and discussion.

It’s also a bit unclear to me what changed if anything (I know a few weapon changes, sure, but that shouldn’t warrant the size of the download beta users have) between beta and this live-patch.

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This is sooooooooooooooooo subjective. And of course logic has nothing to do with it at all.

Subjective. That’s why I asked other people opinion.

Yes, they are. They remove half of the fun from the game. A player just becomes a mindless zombie, walking from one marker to another doing regular actions, that any bot could do. No need to take of your surrounding, no feeling of exploration. Just get to the marker, do some repetative actions (which will also get marked and get explained to you like you’re an idiot). What’s the fun of playing such gameplay?

Are u kidding? So you’re saying that stamina damage is more hindersome than health damage? Do you even ever block then? I mean that also damages stamina, you should be avoiding blocking like plague by that logic. And you don’t even know the amount of damage it deals to stamina, yet you know

Dude!

But even if all of the stamina gets taken away, it doesn’t matter actually. You can just stand in the middle now back to back spamming LMB. You know, even one dwarf with a flamethrower can now solo this whole event!

Yes, you say the word “arguably” in the beginning, but that doesn’t help at all, since you make so many implications after it… it just doesn’t work this way.

And I am also sure this change was made with making it harder in mind. Yeah, like any changes to bosses before that and all other even buffs… oh, wait a minute. They never ever buffed end level events? Oh, ok then.

Not a single bad change? cough Exe cough cutioners cough cough infiltrate

You shouldn’t presume anything about FS patchnotes. Cause:

or

I don’t think they are. These are different weapons with different roles and attack patterns. One can be easily superior in one of the categories, like 2 swords are clearly superior in hoard clearing than 1 sword, so what?

Yet again no for the same exact reason.

Wow. Exec sword nerf really? What in heck…I dont even…WHY? What in the world could be the reason for this?! Please tell me this is a mistake…
Does FS have a halberd fetish or something? I liked to change it up with Kruber sometimes.
Shades dual weapons(ALL of them) need to have that damage applied from both blades too.
I am not one to outright complain/actually be pissed off…but seriously what is the thought process here guys?
IMHO this stuff is serious enough for a hotfix.

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Honestly sometimes feels like they have a deep seething hatred for anythin Kruber that isn’t Halberd Kruber.

Exe sword was barely viable. It needs speed buffs, not inexplicable nerfs.

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WTF?! If this is really true, if you can’t one hit stormvermins with heavy attacks anymore this is complete bullshit. I personally don’t like halberd, it doesn’t feel “good” while I’m using it. I just LOVE using the executioner sword, the swings and the cuts feel so powerful. But if this is the case, I just lost the main reason why I love playing with Mercenary.

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I run 9% power vs armour and i deal 3400 vs armour dummy. Stormvermin have 3900 health ( and shield ones might have 4000 but not too sure on that ). And it’s not some keep recruit scaling, i double checked.

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This has to be the most senseless nerf I have seen yet.
Falchion nerf…okay makes sense.
Beam staff nerf…ya needed.
Exec nerf…like WHAT?

Same with shade dual wep thing. Even though it was mentioned A TON on these forums!

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I put this in the same category as FS not considering green dust being something worth fixing.

That and things like nerfing a weapon that actually needed buffs, shows a truly frightening disconnect between FS and their players - and really between FS and their own game on legend.

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And it’s not like Exe Krubers are topping the DPS charts or something like that… @Fatshark_Hedge, can we please get an official post about this particular change? What was the reason/logic behind this decision. Thank you in advance!

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Their light attacks certainly don’t have any different roles (down to them having the same attack pattern). They are both single-target anti-armor. The axe gets increased speed for decreased damage, but retains the same armor pen and general role. I really don’t think it should completely eclipse the hammer in that.

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Doesn’t 2h hammer have considerably higher cleave on charged attacks?
If so - I see no issues with 2h axe being more antiarmor on lights while hammer - more antihorde on heavy.

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If her active clears overcharge, it would be logical that it would prevent her from bursting in flames as the overcharge is what inevitably causes it to begin with. For her to burst into fire even after clearing overcharge(via her active) is illogical.

Which is what was given.

For you, perhaps. In general, this has little relevance to experienced enough players. This change was also made to a specific part of a specific map that had issues with causing confusion for players. The game generally gives players hints that they’re doing the right thing when the character voice lines play for things like “This is the right path!” or “This is a dead end!”.

You’re needlessly dramatizing a situation. The health damage was negligible and gave players the hint to not stand in the pool. The stamina drain will do the same thing, albeit via stamina. You’re also ignoring the pros and cons of health damage versus stamina drain. For example, if bile trolls hit players with their vomit and it drained out their stamina, it was far more detrimental to a player’s survival than the low damage over time. If a player is in the pool now, they will be unable to recover stamina due to the draining which means enemies will get free hits on players.

I said, and I quote:

While adding:

I’ll elaborate for you. I don’t care to get into a back and forth opinion-fest about balance/nerf/buff changes, so I’ll actively try to avoid it. People get too emotional and offended over these discussions and can’t be civilized. They’ll dig their heels in the dirt and start personal attacks at some point instead of having constructive contributions to the topic. The mound of fixes(like crashing issues, among many others list and not listed) and improvements(SFX enhancement for Blightstormer, more voice lines for actives and other things, etc.) are welcomed and appreciated.

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If by optimisations you mean the game runs worse, stutters far more, has a lower minimum framerate and sound sometimes lags behind weapons then yeah, it’s been “optimised”…

Chaos warriors immediately pop back up again after being knocked down. I thought this was fixed.

Maps are pretty much empty now. Just completed a legend map that I kept failing alone with bots and did it first time, pretty much half asleep.

1.0.8 - Easy Mode

EDIT - …then the game crashes. What in the hell.

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Only in regard to stagger though, it damages significantly less targets for significantly less damage. Basically the 2h axe goes:
23/13/6/5/5/5
while the 2h hammer goes:
12/8.5/4/0/0/0…

They should buff other weapons, and not nerf the good ones… or we will fight with bare hands.

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@Fatshark_Hedge please, while we are waiting a definitive crafting system balance, give us a green dust fix. We simply can’t play part of the game. We can’t try new builds or new careers.

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So I had a chance to play a bit over my lunch break and I have to say… what the actual #@$% FS… It was immediately and incessantly clear this wasn’t ready for live. Stop doing this. Here’s just some of the most glaring bs we noticed.

  • First and foremost, your graphics “optimizations” seem to have made the visuals markedly worse. The overall graphics quality is slightly to moderately lower than 1.0.7.1. One major issue, however, is the obnoxious environment ghosting some of us are getting now (2/4 in my group had it). Basically, anytime you move or turn the camera in any way, the outline of everything in the landscape leads the actual render of the landscape by a gross, jarring amount via a thick, murky outline. It’s gd hideous. This does not appear to have anything to do with the Motion Blur setting. Also, lights are still flickering violently. Visuals were one of the game’s strong suits and now they’re down the toilet…

  • Assassins were spawning directly disabling people or the spawn sound was only playing once they disabled.

  • Blightstormers were casting through rock solid brick walls where the nearest way around or over the wall was a good 40-50ft away. Normally, when something goes through a wall, we can shoot back through it too. This wasn’t the case anymore. I’ve never seen it happen this badly before.

  • Horde timers were totally fubar. Chaos hordes spawning at least twice as frequently as normal, including during bosses. It made every boss fight grossly tedious.

  • “Suspension of disbelief” hordes, ie. hordes spawning in impossible ways. Eg. After clearing a room and everything up to it, the entirety of a horde will appear running up to you from behind on spawn despite it being impossible for that volume of bodies to have made it into play so quickly if they were at all realistic. I don’t remember this ever happening in VT1: hordes there would either slowly funnel in from local spawn points or they’d spawn far enough away that there was some anticipation while the team hunkered into a defensive position and you always heard them coming before you saw them. In VT2 it’s often just, “horde’s coming… oh n/m it spawned right behind us.” Players 10ft from party center shouldn’t be at risk of being surrounded. Please re-evaluate your horde spawn locations and adjust them so they don’t break reality ie. I’m fairly sure a hundred dudes didn’t just silently sprint up at 80kph, 20ft behind us without making a sound.

  • Bosses seemed twitchy/eratic af, spazzing between targets, stuttering, moving then pausing, clipping, etc.

  • Lastly, the Summoning Circle neither dealt damage nor did it affect stamina/fatigue on me

I didn’t pay full price for your game so I could participate in a non-stop beta. What was the gd point of a beta build if you weren’t gonna stabilize/proof it before sending it live?

For a company that prides itself on customer service, you’re really treating your most hardcore users like s%!t this year.

Edit: Follow-up to something another user posted in this thread earlier but also, are you seriously balancing weapons based on experience in Veteran/Champion difficulties and not Legend?

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