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.