[PC] Vermintide 2 - The Big Balance BETA

Welcome to this Balance Beta.

We’re constantly working on improving the game, for both new and veteran Vermintide players. This beta adresses some of the larger issues with balance, aiming to lift some of the underperforming weapons and careers, while tuning down some of the more overpowered ones.
Our previous betas have run for around a week before we’ve put them live - but for this balance beta, we’re going to keep it going, and updating it, until we feel we have a good, solid balance for the game.

We’re trying a new format for patch notes with weapon changes. Rather than going as detailed as before, and since there are so many changes in this beta, you will find that patch notes for weapons aren’t as detailed - but will give more of a general description of the changes.

To access the 4GB beta patch:

  • Right-click Warhammer: Vermintide 2 in your game list.
  • Select properties.
  • Go to the ‘Betas’ tab and enter the password: 4GBBetaOct23rd2018
  • Select balance_beta from the dropdown.

The beta uses your account - any progress you make on your characters, or rewards gained will be permanent. Any items salavaged, will be salvaged permanently. You are free to switch between the beta and the live game, by opting out of the beta branch. There will be a download each time you switch in and out of the beta.

Audio

  • Fixed an issue with Kerillian’s Glaives, where they sometimes would play the wrong sounds, or none at all.
  • Fixed an issue where Kerillian’s voice overs would refer to Sienna, when reviving Bardin. And Saltzpyre’s voice overs would refer to Bardin, when healed by Kruber.
  • Fixed an issue with incorrectly configured voice overs, where lines aimed at Kerillian by Kruber would play, even when Kruber was not in the party. And they showed subtitles as they came from Bardin.
  • Changed Handmaiden Kerillian’s voice over laugh, because it sometimes sounded too much like Sienna’s laughter.
  • Fixed a bug relating to how often story based dialogue played. You’ll now more often, and more consistently hear dialogue between the heroes.
  • Fixed an issue where some dialogues that were only meant to play once per game session would be played twice.

Tobii Eyeytracker

For those of you playing using the Tobii Eyetracker, this version includes some bug fixes and quality of life updates.

  • Fixed eyetracking features not working when playing the Prologue.
  • Fixed Clean UI not working with the console HUD.
  • Fixed issues where Clean UI did not always fade in or out the HUD elements the player was looking at.
  • Fixed an issue where the HUD could get stuck in a semi-visible state of Clean UI was disabled.
  • Fixed an isssue where the Beam Staff would show two beams when having Aim at Gaze and Extended View enabled.

Tweaks & Bugfixes

  • Fixed a broken animation on Bardin’s one-handed charge attacks, which could sometimes get stuck.
  • Fixed several cases where charging Career Skills could cause players to not go into a ledge hanging state on low framerate, and instead die or go out of bounds.
  • Fixed an issue where Mercenary Kruber’s Talent “Inspirational” which increased the temporary health gained from 25 to 40, instead of the intended 45.
  • Fixed an issue with the Trait “Off Balance” where the tooltip was displaying the incorrect values. Updated tooltips new reflect the intended behaviour (20% damage taken for 5 seconds). Note that the functionality has not changed, only the tooltip.
  • Fixed an issue with the trait “Opportunist” where the power level increase was not applied as intended.
  • Fixed a crash that could occurr when bots attacked with a flail.
  • Fixed an issue with Zealot Saltzpyre’s Passive Ability and talents that give bonuses per 25 health missing where the amount of buffs, and the breakpoints where they activated, would be incorrectly calculated when having boosted max health. Carrying one or more Grimoires will now also be correctly handled. For example; having +20% health (max health 180hp) and no damage taken, and one Grimoire (reducing max health to 126hp) will give two stacks, as 54 health is missing from your total max health. Taking 21 damage (putting current health to 105 health) will activate a third stack, as 75 health is missing from your total max health. This will also allow a health boosted Zealot on very low health to have 6 stacks active instead of 5, as would be the maximum otherwise.
  • Fixed so that Sienna bot no longer does friendly fire with Conflagration Staff’s charged attack.
  • Changed the Overheat effect so it’s not so bright.
  • Fixed an issue where Beam Staffs could trigger on-hit procs on the first damage tick. The beam staff will now correctly begin to trigger procs on the second damage tick for an enemy to prevent being able to sweep through a horde to quickly trigger procs.
  • Fixed a crash when you shield slammed a barrel.
  • Fixed an issue where Bödvarr Ridspreader could get pushed of his platform, plummeting to his death if players used abilities or threw grenades during his monologue.
  • Fixed an issue where the animation to draw bows and aim with crossbows and rifles didn’t get scaled when having an attack speed buff, such as after having drunk a speed potion.
  • Fixed issues where the sound for charging attacks made by bots or other players would be played as if it was the local player charging the attack. Most notable when someone used a Beam Staff.
  • Fixed a crash that could occur if a player left the game while carrying an explosive barrel.
  • Fixed an issue where the game could crash if a player left the game at the same time as a held torch was removed.
  • Fixed an issue where animation speed could go out of bounds when stacking speed and charge bonuses as Battle Wizard, leading to a crash.
  • Fixed a crash that could occur when the Chaos Spawn throws a player.
  • Fixed a crash that could happen if a Ratling Gunner bullet hit deep water.
  • Fixed an issue where the bolts from the Repeating Crossbow would clip through the lid of the weapon if the shot was affected by Bounty Hunter Saltzpyre’s talent “Prize Bounty”.
  • Fixed an graphical issue where Crossbows could abort and restart the reload animation if under the effect of an attack speed buff.
  • Fixed so that players only respawn in front of boss doors if it is active or will be activated in the future.
  • Fixed crash that could happen if a player that is pounced by a Gutter Runner disconnects or leaves the game.
  • Fixed Kerillian’s bows not zooming when aiming.
  • Fixed an issue where Saltzpyre would fire the same pistol repeatedly when using the fast shot mode of the brace of pistols, and waited around 0.5 seconds between each shot.
  • Fixed an issue where clients using Ranger Veteran Bardins Career Skill would not stagger enemies.

Weapon Balance

  • The dodge window (how long an enemy will consider you to be dodging after you finished dodging) has been greatly increase to 3 seconds. Basically, if you dodged during an enemy attack, it will no longer track you, rather than having a timed gameplay component within the attack itself.
  • An enemy will wait until their entire attack animation is completed before starting to rotate.
  • Stormvermin with shields should now stay “open” for longer/more hits once their guard is broken.
  • Stormvermin with shields should no longer block attacks from invisible enemies.

1h Swords for Kruber & Sienna

  • Increased first target damage while lowering damage cleave for heavy attacks
  • Improved Armor damage for heavy attack first target.
  • Increased first target damage while increasing damage cleave for light attacks.
  • Changed push followup to heavier version - effectively increasing cleave, damage and stagger across the board.
  • Increased stagger strength and duration for light combo finisher downward single target armor pen attack.
  • Decreased effect on secondary targets for light combo finisher across the board (it’s a single target attack primarily).
  • Increased Stamina from 3 to 4 shields.
  • Increased range of light attacks slightly
  • Increased attack speed for light combo
  • Tuned movement curve for light combo finisher to provide a burst of speed.

Maces for Sienna

  • Increased damage and stagger for first two targets of heavy combo sweeping attacks.
  • Increased stagger strength and duration for downward light attack.

Burning Swords for Sienna

  • Increased damage cleave for sweeping light attacks slightly.
  • Increased damage for sweeping light attacks first targets (still no armor pen though).
  • Increased damage vs armored for light stab attack.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Increased attack speed and tuned chain actions across the board to provide fast and smooth combos.

Burning Daggers for Sienna

  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Fixed issue with heavy chain not working properly.

1h Axes for Bardin and Saltzpyre

  • Slightly increase power multiplier for heavy attacks.
  • Greatly increased stagger strength for light attacks.
  • Introduced separate damage profile for secondary targets with reduced impact across the board.

1h Hammers and Maces for Bardin and Kruber

  • Slightly increase power multiplier for heavy attacks.
  • Greatly increased stagger strength for downward light attack.
  • Introduced separate damage profile for downward light attack, secondary targets with reduced impact across the board.
  • Fixed an issue where light attack chain would cause a bit of damage on all targets hit rather than only the first handful.

2h Axes for Bardin

  • Reduced armor penetration on push followup attack.

2h Hammers for Bardin and Kruber

  • Incresed damage cleave for heavy attacks, causing damage to more targets.
  • Slightly increased power multiplier for light attacks.

2h Picks for Bardin

  • Increased damage vs armor for both levels of heavy attacks.
  • Decreased damage cleave for light sweeping attacks.
  • Slightly increased power multiplier for push followup attack.
  • Reduced the time required for charged heavy attack to chain while tuning movement curve to be a bit smoother.
  • Increased attack speed thoughout the weapon.

Crossbows for Bardin and Saltzpyre

  • Reduced cleave on all shots.

Dual Axes for Slayer Bardin

  • Slightly reduced power multiplier for light attacks.
  • Increased stagger strength for light attacks.
  • Reduced critical/headshot effectiveness for all attacks.
  • Switched push-follow up damage profile to match light swings (but you get two of em).
  • Introduced separate damage profile for secondary targets with reduced impact across the board.
  • Increased power multiplier overall and damage vs armor specifically for all heavy attacks.

Handguns for Bardin and Kruber

  • Reduced cleave on all shots.

Shields and Axe for Bardin

  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Greatly increased stagger strength for light attacks.
  • Slightly increase power multiplier for downward heavy attack.
  • Remade horizontal heavy sweep into a crowdcontrolling attack, greatly increased cleave while maintaining a solid damage output against first targets.

Shield and Hammer for Bardin and Kruber

  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Greatly increased damage and specifically damage vs armor on heavy sweep attacks first targets.
  • Switch push followup attack damage profile to lighter version with less power across the board.

Flails for Saltzpyre

  • Increased damage across the board for heavy attack first targets.
  • Incread stagger strength and duration for single target light attacks.

2h Swords for Saltzpyre and Kruber

  • Slightly reduced effectiveness of push followup attack overall, reduced critical/headshot bonus specifically.
  • For push followup attack, introduced separate damage profile for secondary targets with reduced impact across the board.

2h Executioner Swords for Kruber

  • Increased damage and stagger for light attacks while also making it easier to open shield users.
  • Incread stagger strength and duration of heavy attacks.
  • Introduced separate damage profile for secondary targets with reduced impact for heavy attacks
  • Gave heavy attacks a increased critical chance of 20%.
  • Gave light attacks ability to slide past armored enemies.
  • Slightly increased attackspeed across the board.

Halberds for Kruber

  • Tuned first target damage for first heavy sweep - increased vs armor and decreased vs bosses/berserkers.
  • Reduced power overall of downward single target attacks (both push followup and light attack combo finisher.
  • Increased power across the board for heavy stab.
  • Increased power and added slight damage vs armor for light stab.
  • Tuned attack speed towards slower in general.

Empire Longbows for Kruber

  • Reduced cleave for first level of charged shot.

Shields and Sword for Kruber

  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Increased cleave and power for sweeping light attacks.
  • Increased power, specifically against armor for heavy stab.
  • Changed push followup to a lighter version of the stab.
  • Increased damage vs armor for light stabs.
  • Slightly increased range of attacks across the board.
  • Tuned attack speed and chain actions.

1h Swords for Kerillian

  • Increased attackspeed, mobility and range across the board.
  • Slightly increased power across the board for downward heavy attacks.
  • Increased upward heavy attack power across the board.
  • Decreased critical/headshot damage for upward heavy attack vs armored enemies.
  • Greatly increased damage vs armored for the light stab attack.

Glaives for Kerillian

  • Reduced damage vs armor on Light attack chain.
  • Increased damage vs armor on second heavy attack.
  • Increased damage slightly across the board on first heavy attack.
  • Tuned attack turnaround with faster light chains and slightly slower push followup.

2h Swords for Kerillian

  • Increased power across the board for the heavy stab attack.
  • Increased range for everything.
  • Gave push followup and increased critical chance of 25% and better cleave modifier while making a bit faster.

Dual Wield Daggers for Kerillian

  • Reduced damage on heavy attacks.
  • Introduced separate damage profile for secondary targets of light attacks without bleed DoT (only one target get the DoT per attack).

Dual Sword Dagger for Kerillian

  • Reduced damage on stab heavy attacks.
  • Switched up sweeping heavy with two different damage profiles for each weapon - averages out to a bit more stagger and slightly less damage vs armored.
  • Introduced separate damage profile for secondary targets of light stab attacks without bleed DoT (only one target get the DoT per attack).
  • Increased damage vs armored on light stab attacks.

Dual swords for Kerillian

  • Increased power on heavy attacks first targets.
  • Increased damage and stagger vs armor on heavy attack first target.
  • Increased critical chance for third light attack (+50%) and fourth light attack (+95%).
  • All attack can slide past armor.

Spears for Kerillian

  • Added damage vs armor to light stabs.
  • Increased power of light attacks across the board.
  • Increased power of heavy stab across the board.
  • Increased damage vs armor while decreasing vs Bosses and Berserkers for heavy sweeping attack.
  • Increased damage cleave while reducing Stagger cleave for light sweep and push-followup.

Falchions for Saltzpyre

  • Increased attack speed slightly.
  • Increased power of heavy attacks, specifically first target stagger.
  • Decreased power of light attacks.

Fencing Swords for Saltzpyre

  • Increased range and stagger of offhand pistol slightly while making it fire a bit quicker after input.
18 Likes

Talents Balance

For this update we’re primarily experimenting with reigning in some of the stronger career choices in the game together with shifting resource generation.

Historically over the last 8 some months we’ve seen the Pyromancer career for Sienna as a legitimate force of nature when it comes to destroying both skaven and pactsworn alike. This often accompanied together with her ability to reset her overcharge meter with her Exhaust talent coupled with either Resourceful Sharpshooter or Heat Sink allows her to never have to utilize venting but can non-stop use the destructive power of her staffs mowing down swathes of enemies. By increasing the cooldown of her activated ability the intent is to reduce the viability of spraying down any live target in your line of sight and instead be forced to make concious decisions about what you prioritize when it comes to what you distribute your focus towards.

Another popular pick has been the Bounty Hunter career for Victor Saltzpyre. Especially paired with the talent Prize Bounty which allowed you to consistently have free shots for entire maps at a time without much hassle. This has been removed as a passive effect and is now a new talent called Inspired Shot which replaces Pious Fervour. You now have to pick and choose weather you want to shoot for free or be able to have your passive ability available more often.

The other major point of focus has been the rework of the tier 4 talent row. Instead of having the row be a single choice row, bar some exceptions, the goal is to break the talents down to the core identities of the careers. Instead of trying to create one size fits all sollutions we want to make the careers more differentiated with their goals, strengths and weaknesses. When we developed the careers they were all assigned two out of four different characteristics when it came to their melee profiles that they represent. What we’ve been trying to do for this update is to break these profiles down to their strengths and goals and reward that in the form of how they trigger their temporary health gains.

For example: Markus Krubers Foot Knight careers profiles value controlling enemies and cleaving down several enemies methodically. This is in it’s core a career that’s there to facilitate that the rest of his team can accomplish their designated role. Hence Foot Knight has recieved two brand new talents for gaining temporary health. The first one is “Back Off, Ugly!” which yields temporary health whenever you stagger an enemy. This works very well when using a weapon such as the two-handed hammer or a sword and shield and generates alot of bonus health as long as you keep bullying enemies so your allies can strike them down without fear of reprisal. Note that you will not gain any temporary health if the attack kills the enemy, it must actually stagger them.

The other Foot Knight regain talent is “Bloody Unstoppable!”. This effect causes you to regain temporary health for every enemy damaged by a swing beyond the first one hit, to a maximum of 5 enemies hit. This is your go to talent for all your horde clearing needs. You will notice a great peak of sustainability if you take this together with a weapon like the Two-Handed Sword, which cleaving attacks ensures hitting the maximum amount of targets with each swing.

On the other end of the spectrum we have Kerillians Shade career. She is one of few careers that actually keeps the core talents that existed previously because her profile alligns with their original inception perfectly. She want do dodge around on the battlefield, scoring headshots and critical hits left and right, aswell as delivering big and damaging sneak attacks when utilizing her career skill, Infiltrate. Her first new talent is called “Bleak Vigour”, and it functions very similar to the old Weavebond. It has recieved a facelift though. Now you will gain temporary health both on critical strikes and headshots/weakspot hits. And on top of that, if you score a critical headshot you will recieve twice the amount of temporary health. This further rewards players that have mastered headshotting using a weapon like the Dual Daggers, with quick attacks and an innate high critical strike chance multiplier.

Shades other talent is a remix of a familiar favourite. Khaine’s Thirst has recieved an overhaul and is now abit more complex. Using this talent should reward taking out high threat targets that can really mess up the day of you and your party members. So every kill you score will reward you with temporary health, but it’s dependant on the health of the target you killed. This means enemies such as slaves and clan rats will yield miniscule amounts of health, but still some that adds up if you go on a large killing spree. On the other hand enemies such as chaos warriors will yield a large chunk of extra health when killed. This should entice the shade player to really seek out and engaging specific targets when looking to regain their lost health.

And last but not least we’re reworking the health on boss death talent for all careers. This slot has been replaced with an old fan favourite from Vermintide 1, namely “Heal Share”. What this means is that when anyone with this talent selected heals themselves they will heal all nearby allies for 20% of the allies maximum health. This will also remove the wounded state from any affected target, effectively granting an extra life to that person.This is an excellent pick on a career like Markus Krubers Huntsman or Bardins Ranger Veteran that likes to support their team while picking off specials with long ranged weaponry.

Together with these changes we’re also experimenting with lowering the impact of what has been come to known as the “range meta” that has been brewing for a while in the community. In an effort to curb we have reduced the amount of ammo restored by the scrounger perk on each critical hit from 2 to 1. This coupled with the fact that the new talents that reward temporary health only trigger when using a melee weapon we hope can incentivize more target selection and threat evaluation of where you decide to spend your resources.

This is just a small taste of all the changes that’s been made to Talents for patch 1.2.2, and even more so, this is just the first step. Any and all feedback regarding the direction of the changes and your thoughts playing the game with these changes are greatly appreciated and help us make Vermintide the best game it can be.

Mercenary Kruber

  • Morale Boost - Cooldown reduced from 180 seconds to 90 seconds.
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Drillmaster - New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Mercenary’s Pride - New Talent, replaces Soldier’s Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Captain’s Command - New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Huntsman Kruber

  • Perk - Deep Pockets: Increases maximum ammunition carried by 50%. Note: This has always been the case but the perk was never displayed previously.
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Taste of Victory - New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Huntsman’s Tally - New Talent, replaces Soldier’s Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Taal’s Bounty - New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Foot Knight Kruber

  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Back Off, Ugly! - New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Bloody Unstoppable! - New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Templar’s Rally - New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Veteran Ranger Bardin

  • Ingenious Improvisation - New Perk: Using any Healing Supplies, Potions or Bombs has a 10% chance to not consume the item. Stacks with similar effects.
  • Just Drunk Enough - Removed
  • Grudge-Borne - Removed
  • Grimnir’s Champion - Removed
  • Roots Running Deep - New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Ranger Reaper - New Talent: Grudge-Borne: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Hardy Heart - New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Ironbreaker Bardin

  • Impenetrable - Reduced cooldown from 180 to 120 seconds.
  • Just Drunk Enough - Removed
  • Grudge-Borne - Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Grimnir’s Champion - Removed
  • Rock-Breaker - New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Hearthguard - New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Slayer Bardin

  • Just Drunk Enough - Removed
  • Grudge-Borne - Removed
  • Grimnir’s Champion - Removed
  • Doomseeker - New Talent: Just Drunk Enough: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Slayer’s Fury - New talent, replaces Grudge-Borne: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Hardy Heart - New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Waystalker Kerillian

  • Trueflight Volley - Cooldown increased from 70 seconds to 80 seconds.
  • Weavebond - Reworked: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Khaine’s Thirst - Removed
  • Champion of Loren - Removed
  • Martial Blessing - New talent, replaces Khaines Thirst: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Eternal Blossom - New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Handmaiden Kerillian

  • Weavebond - Removed
  • Khaine’s Thirst - Removed
  • Champion of Loren - Removed
  • Spirit Echo - New talent, replaces Weavebond: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Dryad’s Thirst - New talent: Killing enemies grants temporary health based on the health of the slain enemy.
  • Ariel’s Boon - New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Shade Kerillian

  • Weavebond - Removed
  • Khaine’s Thirst - Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Champion of Loren - Removed
  • Bleak Vigour - New talent, replaces Weavebond: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Blood Kin - New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Witch Hunter Captain Saltzpyre

  • Base health increased from 100 to 125.
  • Base critical strike chance increased by 5%.
  • Animosity - Cooldown reduced from 180 to 90 seconds.
  • Marked for Death - Now grants all allies attack speed when a taggable enemy dies. Bonus attack speed reduced from 10% to 5%.
  • Justice’s Bounty - Increased temporary health gained from 2 to 3.
  • Wild Fervor - Now grants bonus critical strike chance to all allies when a taggable enemy dies. Reduced bonus critical strike chance from 8% to 5%.
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Hunter’s Ardour - New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Walking Judgement - New talent, replaces Righteous Zeal: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Disciplinarian - New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Bounty Hunter Saltzpyre

  • Blessed Shots - No longer resets on melee kill.
  • Cruel Fortune - Now reduces the cooldown of Blessed Shots by 6 seconds, was 7.
  • Pious Fervour - Removed
  • Inspired Shot - New talent, replaces Pious Fervour: Melee killing blows reset the cooldown of Blessed Shots.
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Blood for Money - New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Tithetaker - New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Paymaster - New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Zealot Saltzpyre

  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Sigmar’s Herald - New talent, replaces Holy Cause: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Repent! Repent! - New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Font of Zeal - New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Battle Wizard Sienna

  • Fire Walk - Increased the radius of the lingering fire of Fire Walk by 100%.
  • Tranquility - Now only resets when casting a spell. Reduced delay from 8 to 6 seconds.
  • Tranquility - Increased the vent rate of Tranquility from 200% to 300%.
  • Flickerform - Removed
  • Burnout - Reworked: Now allows Fire Walk to be used a second time within 5 seconds before going on cooldown.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Lingering Flames - New talent, replaces Flickerform: Siennas burning effects now last until the enemy dies. Maximum stacks reduced to 1.
  • Confoud - New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Spark Thief - New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Flame-Fettled - New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Pyromancer Sienna

  • The Burning Head - Increased cooldown from 40 to 80 seconds.
  • Searing Focus - Perk removed
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Spark Smith - New talent, replaces Seething Embers: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Spirit-Binding - New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Fiery Fortitude - New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Unchained Sienna

  • Blazing Sinew - Perk removed
  • Dissipate - Reworked: Block cost is reduced by 50% when overcharged and blocking vents Overcharge. No longer reduces damage taken from venting.
  • Conduit - Reduced vent speed from 50% to 30%. Also reduces damage taken from venting by 50%.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Soul Quench - New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Reckless Rampage - New talent, replaces Soul Snare: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Burn-Bloom - New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Traits

  • Natural Bond - No longer prevents using healing items.
  • Natural Bond - Changed from 2 health every 10 seconds to 1 health every 5 seconds.
  • Scrounger - Reduced ammo regained on critical hit from 2 to 1.
  • Heat Sink, Reworked - Now refunds the overheat spent on the attack when a critical strike is triggered.

Known issues

  • The VFX of Sienna’s burning DoT effects fades after a certain amount of time while using Lingering Flame. The damaging effect still applies.
  • The thunderous lighting effect stays in the sky infinitely on levels where it is present.
  • [Script Error]: force_render” This crash can sometimes occur when loading the keep. We are working on a fix for this.
20 Likes

Some very intriguing changes and will require relearning some old skills. Kudos for listening and attempting to bring balance to the force (game). Will be interested to see what additional changes get made as the community changes and adjusts to new play styles. Strong work Fatshark

3 Likes

Yey heal-share!

I’m overall more positive than not, but… ummm… I’m not looking forward to heal share being back. It was stupidly busted in the first game, and it was never a good mechanic. Not enjoying seeing it return, but I do like that you have to give up the new healing traits for it.

This may be the most elegant way to bring it back, even if I’d personally have made it curse resist instead, but that’d require removing it from trinkets, and that’s… yeah, a mess.

This is HUGE!!! Hardcore Legend discord is all updating now, can’t wait to test this. THANK YOU FS <3

2 Likes

Awesome patch, the notes have me all excited.
Thank you for listening to your players, there are quite a few members that put significant effort into possible ideas for improving Vermintide. Major changes from time to time refreshes the experience, even if it makes the game harder, so don’t be afraid to take chances.
Only other thing I could ask is to maybe remind people a bit more often that you are listening but time is needed.
A great day to all people behind this!

1 Like

I seriously love all the changes but one thing: The nerf of bow huntsman. The empire longbow didn’t need a nerf imo and the change to melee temp health nerfs the empire lonbow on him even more.

The handgun is now just clearly superior imo, but hey everything else is really great. Hugely appreciate the patch!

I’m loving every last thing I read in the notes. Thanks a bunch!

P.S. RIP wilgglemancers though…

1 Like

Great patch overall. But I was hoping for a resourceful fix. Hopefully the cd increase for pyro will do a similiar thing and kill those annoying wigglemancers (or atleast get them out of legend).

I’m devastated… this was actually the cause of a wipe when I laughed so hard I wasn’t paying attention. It was truly magical to see…

1 Like

Woo pyros actually have to get into melee if they want health back now, less beams in slamming into my back hopefully. Can’t wait to test this out when I get home, especially with the changes made to Merc, halberd, and one handed hammer/mace.

Overall a buff for nearly everything and just a non-existent nerf for broken stuff… some really questionable weapon buffs… e.g. flail

More heal / temp health everywhere… even the scrounger nerf will punish melee chars more than a guy called BH… especially if the most traits are still quite useless.

Why would you make this game AGAIN easier than it already is FS? Why would you overbuff already balanced careers and don’t nerf the big ones more than some ult cd?

Atleast some good bugfixes.

Put down graphic settings to see in the dark and breakpoint everything don’t seem hardcore to me. Oh and don’t forget the curse resistance… :wink:

Yey endless heal! ??? :confused:

Playing double damage, double health enemies with no respawn on twitch mode would be what I consider hardcore. To each their own.

@Fatshark_Hedge Was there changes to Crit chance on Ranged? I’m testing in the keep, 100 arrows fired with WS longbow, only 6 crits?

You mean “reduces the cooldown of Blessed Shots TO 6 seconds, was 7.”?

This is looking fantastic, very nice changes all around.

If there’s just one thing I would ask for now that you’re really looking into weapon balance @Fatshark_Hedge, it’s that you guys would consider buffing 2h hammer dodge range and/or dodge count. It’s fine on slayer with the dodge range talent, but poor kruber can’t even move his old bones away from unblockable boss attacks in time with it equipped. It wouldn’t take a big increase to make it a little more viable.

1 Like

Kruber’s halberd slower? now you have another 2h hammer :unamused:

1 Like

@Fatshark_Hedge Was there changes to Crit chance on Ranged? I’m testing in the keep, 100 arrows fired with WS longbow, only 6 crits?

Nothing widespread. Have taken note of this though and look for trends. It’s not impossible we broke something. We’ve changed a lot!

If there’s just one thing I would ask for now that you’re really looking into weapon balance @Fatshark_Hedge, it’s that you guys would consider buffing 2h hammer dodge range and/or dodge count. It’s fine on slayer with the dodge range talent, but poor kruber can’t even move his old bones away from unblockable boss attacks in time with it equipped. It wouldn’t take a big increase to make it a little more viable.

Noted (no promises though). We’re using this beta to gather all the feedback from these changes so :slight_smile:

@Fatshark_Hedge

How long will this Beta be?

As long as it needs to be to get things in a great place.

“Our previous betas have run for around a week before we’ve put them live - but for this balance beta, we’re going to keep it going, and updating it, until we feel we have a good, solid balance for the game.”

4 Likes

top keks. You know me so well. Yet I’m playing with everything on high settings. I couldn’t play on high settings before because of a DX12 bug. You are so salty xD

@Fatshark_Hedge Torches on the new map, if you attack with them. They crash the game.

Gentlemen, let’s not turn on each other in this thread please. Take it to email or SMS or carrier pigeon, please! <3

9 Likes