[PC] Vermintide 2 - The Big Balance BETA - Update #1

Yea I’m aware we cant participate in beta, which doesn’t really make much sense, because the xbox has a whole slew of issues. It just looks like we received part of the 1.2.1 patch, but not the entire thing, as the forum titles states 1.2.1 is live.

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One thing: Can we get the new sexy WHC on live? He is pretty much perfect now (even though I’d still see room for improvement), but health bonus, crit chance bonus, cooldown reduction and level 15 talents changes is just too awesome and truly bring him up to speed. Pls gib nao!

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@Licious-D I pretty much agree. I basically only play WHC on Salty since I liked using the Axe and Rapier, which work well with the Killing Shot skill. I always thought the career was playable, but now it feels just right to me.
The cooldown time on his CS is probably the biggest reason. A 3 minute cooldown made it hard to want to use it on tough-than-average horde/special groups thinking that a monster or tougher pull would be coming up next.
The 5% crit also makes putting the effort into playing his headshot style a little more rewarding.
An extra 25 HP isn’t bad either, but I wouldn’t call it a game changer.

I don’t really know what I could say needs some more improvement, alluding to your parentheses. I like his talents and beta state as they stand. He’s neither overpowered nor sub-par; just right on the mark.

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I actually wouldn’t mind reverting the cooldown back. Before the patch, his ult was kind of a get out of jail card, now you can just leisurely use it whenever there is at lease some tactical gain.

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I’d accept that argument for Merc Kruber since his CS is more of a get out of jail card due to its defensive nature. That and the talents could warrant it since you can instantly pick up knocked down allies at the touch of a button.
Saltzpyre’s is more for pushing tactical gain due to it buffing offensive capabilities. You can’t make use of the crit increase if you’re holding on to the knockback for a tight situation.

At least now there is some incentive to use the other row 30 talents in Saltzpyre’s tree. Before, lowering 3 minutes to 2:06 was too good to pass up compared to an extra 4 seconds on the buff or a marginal radius increase. Those talents are now options

They were options before (at least the 10 second one) - I used the duration talent all the time. Without it you get 6s of CS and then 174s of cooldown which amounts to 3.3% of time you have the buff (that’s max). With the cooldown talent you bump it up to 6/126 = 4,76%, but with a duration talent you get 10/180 = 5.55%.
Overall more potential use out of it, but you need to use it wisely. I liked it as it was, however, one thing bothered me - you cannot get a full new CS out of one concentration bottle.

That math only applies if you use the CS the second it finishes cooldown.
Regardless, I’ve been pondering on idea I think I like more since it falls into the playing style scheme introduced by the row 25 talents.
Merc and WHC career skills are back to 3 minute cooldowns, but 1 second is shaved off whenever they activate something associated with their styles.
Examples being whenever Merc Kreuber activates/refreshes Paced Strikes or WHC Saltz slays an enemy via Killing Shot (or headshot crit if they die from the strike itself rather than the skill).

So you can get the cooldown lowered, but you have to work for it rather than just be given it. I like the idea of rewards from effort.
I’ll also summon @Fatshark_Hedge to see if it’s an idea they’d even entertain. Best to check that before discussion proceeds.

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So after a lot of games on both Legend and Champ, I thought I’d give my feedback on the weapons I’ve been using a fair bit. I haven’t tried them all.

I’ll say first-off, I’m loving all these tweaks for the most part. Even many of the nerfs feel decent (though not all). My biggest complaint is that I feel like a fair few old bugs have made an ugly return.

1-Hand Axe: Still feels good, IMO. I don’t know that it at all needed a nerf, but I was able to solo a horde and boss with it on Legend without too much difficulty. It feels like it should; an anti-armor specialist weapon with clear benefits and drawbacks.

2-Hand Axe: I honestly don’t know how I’m supposed to use this weapon. It can’t one-shot anything except slave-rats, it seems. It IS faster than hammer, but it’s just . . . worse. If its push-attack had good cleave, I would feel like maybe it had SOME unique and good attribute, but atm, it feels very weak. It’s not that you can’t win with it - I did. But it feels like you are handicapping yourself.

2-Hand Hammer: Love it. I always loved it, but it feels really dang good now. Please keep these changes!

2-Hand Pick: Also loving this. Feels strong for the first-time ever! The charged attack actually feels worth it now.

Crossbow: Feels okay to me. Seems fair. It was kinda odd it had such incredible penetration before. I still use it and find it great for being a quicker-but-weaker alternative to the Handgun for Bardin, and, well, Saltzpyre’s go-to ranged weapon. But that’s outside of my current topic.

Handgun: Didn’t actually notice a difference, tbh. I thought it didn’t have much cleave to start with.

Dual Axes: I am actually okay with the changes. It is not dead, but it is not the only option for Slayer Bardin. I still use them, but using a heavier anti-armor weapon with him, or one with more cleave, is certainly valuable.

Shield and Axe: Feels nice. I didn’t really see much of a thing with this new slam mechanic, tbh, but it makes sense this is kinda hard to see in action. I DID feel useful, though, and the ability to stagger even Chaos Warriors is always useful.

Flail: Must just be because of its heavier stun, but it feels more agile to me. Feels pretty good now.

1-Hand Sword (Kerillian): I love it. Please keep it like this! It feels good and useful!

Dual Swords: I was gonna comment on these, but I haven’t tried them since update 1, so I think I best not comment.

Spear: I actually think it feels great. Maaaaaybe it could use a slightly lower attack speed if it needed some kinda nerf, but armor pen on lights is just wonderful, and I actually feel like I can kill Chaos Warriors now.

Falchion: I don’t think it really needed a nerf, honestly? Aside from Flail, all his weapons felt in a good place prior to this.

Rapier: Good fix on the pistol. :smiley:

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Indeed, SnD was already on the weak end of weapon power spectrum and now its one of the worst weapon among Kerillian’s arsenal. Please buff SnD or at the very least, revert the completely unnecessary nerfs. Also, why the 10 second nerf to kerillian’s ult remains whereas Pyro and BH’s ult nerf are getting reverted?

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BUG REPORT: Resourceful Sharpshooter trait on Pyromancer Beam Staff is not working. Resourceful Combatant on melee are working. Tested for last couple days…

I’m interested in seeing what Dual Weild Sword And Dagger would be like if the Sword profile was fully switched to Sword damage. Right now, the first 2 light Sword attacks do the same damage as the Dagger, but don’t benefit from the Dagger crit amount.
The two instances it does Sword damage are the first heavy attack and the light stab attack.
So the Sword part of the combo is only 2/5 Sword.

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Actually no, light attack pattern in SnD has nothing to do with swords at all, first 2 attacks has Dagger’s damage and Swords cleave/finesse and are kinda unique but overall bad, l3 has similar to Dagger’s light gamage profile and l4 is 1/2 Dagger’s heavy.

And now to the interesting part, before beta we had h1 similar to SnS heavy and h2 similar to DnD heavy, but now one swing of h1 is similar to SnS but second swing is just shіty damage 5.75bodyshot/11.25headshot and no Armour pen 0bodyshot/3headshot, yay!!!

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Really? I was comparing weapons and the Sword portions light stab matches the 1H Sword on normal and critical damage, armored and non-armored.

It was 10% before on all dual wield weapons and it still is just the Dual Swords got additional crit chance on the last two attacks that Sword & Dagger does not have.
http://forums.fatsharkgames.com/t/kerillians-broken-cdr-general-crit-cdr-build-discussion/28301?u=haxorzist

Currently yes but they used to be exactly the same.
Yes I’m wrong here that was never the case in V2. It’s now just more it’s own weapon than it was before.

Maybe in VT1 SnD and SnS l1-l2 where the same, I honestly don’t remember if it’s true or not, but in VT2 SnD always had less damage on those “Sword’s” slashes.

If I understood him correctly he was talking about crit and headshot bonus aka finesse, not additional crit chance.

Well, at the beginning SnD light chain was something like Sword-light; Sword-light; Dagger-light; Dagger-heavy. Then FS buffed Dagger-heavy and SnD-heavy but “forgot” about SnD l4, now after all tweaks l4 has again the same damage profile as Dagger-heavy, and as I realise now SnS push-followup has also the same damage profile.

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Does that mean that Kerillian’s 1H Sword light stab is also on the heavy dagger profile?

EDIT

Some more testing seems to reveal it is. Damage and crit match on armored and non-armored.

Yep, atm 1h Sword l3, SnD l4, SnS and SnD push-stabs and one stab of DnD heavy (1/2DnD heavy) are the same.

My short feedback.

Giving back Pyro the 10% ranged dmg and her cd to 60s is just perfect. She’s a powerhouse. No further changes needed.

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The rebuff was maybe even too much, but i just got a couple of games on her yet and it worked out so… lets see what happens with more games.
But any buff isn´t needed.

The 10% was needed to reach break point to 2-bodyshot leech and blight with fireball and conflag. Also to reach breakpoint of killing chaos zombies with one fully charged blast+dot on conflag with +40% power.