Self-revive Warrior Priest is broken

He still neglects overkill damage and will save you from a certain death.

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Well, I would have been surprised if we get more than the bare minimum but at least we got an improvement.

I can’t test out until probably Thursday because of the new giant patch (which also may hinder me getting all my Wolffather’s Gifts …). Anyway, I think the weave example is a bad one here because the damage scaling is so high that the death and the Fury bar filling happen at the same time. Code-wise Vermintide 2 has issues with two things happening at the same time. An example of this would be the Blackvenom buff on SotT. From description the first hit should apply the venom and the second one should then increase damage by 12 %. Effectively, though the first hit already deals 12 % more damage.

I think we see the same here. In order to test if FS fixed it, you would simply need to check if Fury is still increasing after being downed which effectively makes auto-reviving impossible. But yea, I don’t think it is possible to avoid the auto-revive under the condition that the death stroke is maxing the Fury-meter.

Which means in doubt, it would be the “better” choice to eat the overhead instead of dodging or blocking it. Doesn’t make exactly for skillful play but I have doubts FS will try to adress that one.

It at least reduces the issue with self-freeing from disablers.

Here another example during a legend deed run.

Yea, mostly confirms what I said before. It makes eating overheads the better choice for WP on higher difficulties. Well, people will still love it then as it reduces skill demand.

yeah usually it should first process the damage of the overhead and then apply the talent, but it seems like it is processed simultaniously.

Answering here instead of the bug report. It is not exactly the “overkill” damage. Or at least the term sounds odd in this regard.

Now looking at it. The issue could be solved by either capping Fury gain by damage at 20 % of the whole bar for single damage sources. Or make it so that the final percent from 99 to 100 % can only be gained by enemies dying, though I am not sure how difficult it is to code this. Setting a cap should be easier as the principle is already applied in the code at other places.

To me, with this last nerf/fix, he’s perfect. Imo other nerf are not needed

It is a bug how things are calculated.

The way it usually works is that at first the damage will be calculated and being applied on you and afterwards the talent effects will be activated. But overkill damage is messing with it, resulting in you will never take this initial damage and therefore preventing you from a certain death.

It is more or less still a free revive from hits which would deal overkill damage every 30 seconds.

And that is indeed broken and kind of op.

Here is another example:

Have you guys thought maybe the changes were targeted at cata difficulty for survival and ease the pressure on players? I see most of you playtesting on legend? Why not cata so you know for sure your build can stand up in a fight.

I think the fix worked as intended. The cheese FS wanted to fix was being revived from fury gained after already being on the ground incapacitated. I think it now works as they intended.

Honestly, I played a lot of WP these days and I saw the bugs you mentioned, I studied these interactions and everything…
However, everything described here I don’t think is the focal point.
I think this shield is gained when the passive activates op? Yes.
If you remove this or nerf it to the original shield without level 30, would it be cool? maybe not.
For starters, taking damage to stab the passive is as weird and anti-game as it was before as it sometimes took too long to stab.
is an anti-gambling mechanic, this could easily be something else.
but the worst thing is that this talent isn’t bothering me that much, for me the worst thing is the Empowered Smite talent, which is leaving victor with a totally individual and weird gameplay with no personality, WP was limited to using the ultimate to farm top DMG and spam attacks forward.
Is this what the community wants for WP and level 20 talents? one has to take damage to gain passive and shield, the other has to spend a top-notch ultimate for support just to get green circles…
As I’m already tired of commenting on this, but I can’t help but say, in addition to this really weird gameplay that I mentioned above, it was also REMOVED, the “divine excoriation” talent, which was incredible and the main green circles didn’t like, and Another talent, Unyielding Blessing, which stuns with the ultimate, is not the same as divine excoriation, it is to be used in different functions and at different times.
the only problem was the passive, and the solution was very simple, just for Victor to carry a relic with him in the grenade slot, where he receives 50% of the passive fury, when it was active, he could have a use interval of 1 minute, and for saying that “ah would be a lot of work”, just get that chaos wastes weapon in the “nurgle” mode which is like an iron candle, that’s it, it was great.
Because if there’s one thing I don’t like, it’s using the ultimate to get passive fury.
Now regarding the last talent at level 20, kills are restoring 2% fury, this was cool and could be maintained. I gave some ideas in this link:

I play 99% of the time cata, legend + harder, better faster stronger is only chosen because elites will deal more damage than on cata making showcasing more easy. Also more specials makes it more easy to get a special spawn to showcase the interacting with disablers.

It wouldnt be the original shield because you still would gain the auto-shield healing you. I am explicitly speaking about hits which deal overkill damage. If you get such a hit the damage wont be calculated before the talent effect executes, like it does with every non overkill damage you recieve.