[PC] Vermintide 2 - The Big Balance BETA

So maybe just go the official way and prepare hotfixes for broken stuff?
It should be better to take all players ans their feedback together. Those beta patches are fine to prevent bugs, test new maps etc., but it’s not that great for balance issues in a longer duration.

Here some stuff from me:

  • Waystalker needs a harder nerf
  • The Merc ult got buffed to hard… i think the cd was fine, because it’s strong af.
  • Pyro passiv need a nerf too.
  • The Handmaiden needs an ultimate rework. The perma- ultimate + “stealth meanwhile attack” is just too strong.
  • The shade ultimate need a longer cd.
  • The WHC got overbuffed. He’ll have perma-ult with more crit and % on melee-crits and lower overall cd. This should be removed. The increase of the base HP and passiv buff should be enough.
  • The IB ult cd is to low now. Increase it by 40-50% again. The ult is super strong to carry the whole Team.
  • The new heal-share on every class (old purifier) is too strong. Especially with “endless-pots” in the necklace?! And a lot of heals in every map.
  • Temp health should still be deleted. The new heal-share is a great step in the right way, but too strong.
  • I don’t think that NB needed a buff, but if you want that, don’t just remove the “prevent” - option. It isn’t anything special anymore. Combine the old NB and med-share would’ve been better. So the player would’ve been able to remove his wounds and get some hp back, while he heals others.
  • Have a deep look into your weapons pls. You buffed some unneccessary one. This is going to make the game easier.
  • ultimates should be more “moment-specific” and not that wasteable like they were and will be with this patch. 80-90s on each ultimate is nothing in a legend run. Every ultimate should’ve 120- 150s cd based on “how worth are they for the team.” The current “spam” kills a lot of the game experience. CW? Dead, patrol? Dead, boss? Dead, Assassin dead, Player downed? Ressurected from merc. Etc… ultimates should be for dangerous situations, but they actually kill everything , before it would come to them.

Edit: forgot to write it down again…

  • make weapon standars-perks which are career specific

E.g. Axe with 5% AS on the zealot
Axe with 5% crit on the BH
Axe with 20 life and more cleave on the WHC

This would be easier to balance the career-weapon-relationship

Nice work guys & gals. Will test this beta until my eyes bleed.

That Natural Bond buff is amazing. Without actually increasing the overall HPS, having faster ticks will certainly feel better, and of course the ability to use healing items will be a boon to any group, and reduce all the friction (and hate) around the trait.

If it turns out in the beta that this is now too strong, please never nerf the regeneration itself. Could always balance it some other way, for example “can use healing items, but at reduce effect” or something like that.

Could you elaborate a bit more? What specifically needs more nerfing in your view?

Everything with endless ammunition, tons of crit, survive-ability and strong weapons… she got nearly everything what you want in this game. All 3 elf careers (especially WS) have nö real cons.
FS nerfed scrounger , but would that really affect the BH or WS? Not really…

I wrote enough about those careers and possible reworks for the endless ammunition stuff in other Threads.

E.g. Idea to make melee more viable versus range - #26 by Darth_Angeal

I guess FS knows / read my stuff… sometimes…

I am really impressed by all of this - downloading the patch now. The only thing that gives me pause is the dodge window of three seconds. Obviously I need to play-test it, but it sounds like it’s going to trivialize big enemy attacks.

Like I said tho; will give it a try! Thanks for the great work!

Don’t forget the funny AI bug that made bots carry and attempt to drink pots while wearing NB.

Here some stuff from me:

  • Waystalker needs a harder nerf
  • The Merc ult got buffed to hard… i think the cd was fine, because it’s strong af.
  • Pyro passiv need a nerf too.
  • The Handmaiden needs an ultimate rework. The perma- ultimate + “stealth meanwhile attack” is just too strong.
  • The shade ultimate need a longer cd.
  • The WHC got overbuffed. He’ll have perma-ult with more crit and % on melee-crits and lower overall cd. This should be removed. The increase of the base HP and passiv buff should be enough.
  • The IB ult cd is to low now. Increase it by 40-50% again. The ult is super strong to carry the whole Team.
  • The new heal-share on every class (old purifier) is too strong. Especially with “endless-pots” in the necklace?! And a lot of heals in every map.
  • Temp health should still be deleted. The new heal-share is a great step in the right way, but too strong.
  • I don’t think that NB needed a buff, but if you want that, don’t just remove the “prevent” - option. It isn’t anything special anymore. Combine the old NB and med-share would’ve been better. So the player would’ve been able to remove his wounds and get some hp back, while he heals others.
  • Have a deep look into your weapons pls. You buffed some unneccessary one. This is going to make the game easier.
  • ultimates should be more “moment-specific” and not that wasteable like they were and will be with this patch. 80-90s on each ultimate is nothing in a legend run. Every ultimate should’ve 120- 150s cd based on “how worth are they for the team.” The current “spam” kills a lot of the game experience. CW? Dead, patrol? Dead, boss? Dead, Assassin dead, Player downed? Ressurected from merc. Etc… ultimates should be for dangerous situations, but they actually kill everything , before it would come to them.

Is this a result of testing, or just parsing the changelog?

15 Likes

I would realy like to see the 2h axe for bardin buffed. Curently it’s a worse 2h hammer, the only thing it has going for it is slightly better dodghe/movment.

some option i think would be acceptable would be to:

  • increase the damage

  • increase the cleave

  • reduce the amount of damage it loses per target hit, specificaly when hiting slave/clanrats before an armored target.

any one of these changes would make the 2h axe viable

That has been fixed already, I haven’t seen that happen in a while.


Fatshark, some clarification please. The beta patch notes on Steam contain this bullet point for the Waystalker:

Weavebond - Reworked: Melee strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.

The patch notes here however say “critical strikes” instead. While I hope the text on Steam is the correct one, I fear it is the other way round…

1 Like

Pyro passive needs a nerf too – are you kidding me? They already killed everything pyro can use to reduce overcharge and nerfed her damage across the board by removing the 10% damage buff.

Waystalker needs a harder nerf – disagree. Waystalker was the one ranged class that really felt good pre-patch. You could use your ranged weapons a lot, but you couldn’t spam them against every ambient foe. I’d be sort of ok with removing the “gain ammo on ult” talent, but that was already nerfed slightly with the increased cd on ult. I certainly wouldn’t nerf her more than that.

Temp health should still be deleted – please no.

Natural bond will definitely be good, but I’d bet that bonus healing will be better for melee classes with the new temp health talents. Natural bond’s big niche will be health sustain on ranged classes, and that’s sort of necessary after the big temp health changes.

All of this is patch notes parsing, not gameplay experience.

I’ll check @Mephane, I did some “find/replace” for some words in the fora as there were some inconsistencies with the term Crit and Critical, maybe something got swooped up in the edits.

edit: Steam and here say the same thing. I’m confused what you mean :frowning:
edit2: I see what you mean. Steam was wrong. These forums were right.

Excited to try all the stuff out, but this makes me sad :frowning: Quad-Axe-Slayer is so awesome, don’t see the reason behind nerfing his staple weapon. He was in a pretty good place before :frowning:
Also, I would agree that the Scrounger nerf only hurts non-ranged carreers. And removing the cooldown on kill on BH blessed shots only hurts the hunter build, not the regular Scrounger build. All just parsing feedback, but this is my first impression. But I guess it’s a beta, so nothing’s set in stone.

3 Likes

Firs off its awesome that you work on the balancing Fatshark!
Im installing the beta right now but i already have a question about the changes to the shieldvermin.

The main problem with them as i understood it, was that they were not fun to fight. I can’t really see how this change makes any differenc in that regard. It just got a bit easier to kill them but they still don’t allow for any skillfull play or teamplay. When i look at posts like this Shielded stormvermin
i see that people where suggesting a change like you did in the update. I have to admit i was hoping for a different change.
I just wanna know if you @Fatshark_Hedge know the reason why they got changed the way they got.

I really like most of the other changes.

Boy, this’ll take a couple of weeks to test, before you can say confidently about even half of the stuff changed here.

Also, @SquattingBear 's spreadsheet update for the beta - would mean a great deal to learn the weapon changes, and evaluate the balance once more.

Don’t forget to check my edit pls.^^

It’s both… especially the ultimates are too strong with low cd’s and buffed careers/ weapons.
I played and play NB, so this buff seems too hard for me.
Weapons like flail in your log didn’t need a buff in my eyes. It was strong in zealot prepatch. There are others questionable buffs Top, which i didn’t test yet.

I haven’t tested WS / HM. But 10s cd increase and “nothing” on god tier careers is not really a nerf.
The HM ultimate is too strong.
The " I can do all WS too".
I think i wrote down enough about them in other threads. The kits + weapon arsenal are just insane, even with the DD nerf.

So it finally needs skill / heat management to play this char? Her melees got buffed so…

There are enough ways to have nearly endless ammunition. She has everything you want in this game and 10s more cd won’t change that.

And why not?

Passiv heal + heal yourself + heal others ( with the new perk) ??? Why would we need anything else than NB or endless draughts? It’s too strong atm.

And Temp health changes were needed and every decent player wouldn’t get so much hit in the backline , that he/she needs a big grey bar.
Temp health was/is just comfort and shouldn’t be in a game like that.

No it’s not.

I just wanna know if you @Fatshark_Hedge know the reason why they got changed the way they got.

Not the exact reasons no, but experience tells me it’s an easy way to make them more manageable without diving in to more complex code. If it’s not the right change though in general, we can look further in to it, but this is an ok first step in the journey to balance.

Thank you for the reply. That would of course be an understandable reason. I consider myself as very lucky anyway, when i look at how often already changes where made in previous patches exactly in the way i like them (More melee boss damage, More reach on two handed sword, no temp health on ranged kills, etc).

Natural bond + healing its great, but should be limited to 50-75% of the normal healing item capacity.
Kruber’s repeater handgun needs an increase ammo from 32 to 40

1 Like

@Fatshark_Hedge There’s an issue with Glaive. It doesn’t respond as well as it did pre-beta. You can’t seem to stop attacks with block anymore, it seems to commit to an extra attack. Just noticed others on the Discord have wrote the same thing XD

@Fatshark_Hedge There’s an issue with Glaive. It doesn’t respond as well as it did pre-beta. You can’t seem to stop attacks with block anymore, it seems to commit to an extra attack. Just noticed others on the Discord have wrote the same thing XD

Yep, we’re checking it out. (edit: In the morning, it’s like 23:16 here!)

4 Likes