It’s been talked about a lot and a lot of other people have made threads expressing how this staff is too powerful. I’m not going to talk technical, but merely from a sidekick’s standpoint. I’ve never felt this specific disdain about a weapon since Vermintide 1’s Bolt Staff in its broken OP days. For those who weren’t around during that time, the staff in Vermintide 1 was an ‘aimbot’. It’d track enemies around corners much like our current Trueshot Volley and Flaming Skull. People would, 100% of the time, throw bolts over buildings and around walls and kill specials long before they ever became a threat. It killed multiple enemies in a single throw and it generally trivialized the game on all levels before balances kicked in. If that sounds familiar, we absolutely have people playing Pyromancer and doing that 100% of the time here too!
The second I’ve started every match with a Sienna Beam Staff player in recent days I have wanted to quit immediately and after the sixth time in a row today my night’s been ruined. It ruins the fun of the game and my interest in the round right off the bat. They run ahead immediately and start clicking everything on screen long before we can raise our slings and arrows. Every time I get into a melee engagement I can’t even enjoy the basic gameplay since everything gets shotgun OHKO’d. No other weapon can pick off every single enemy like it’s nothing with no cooldown time and, due to class quirks, absolutely no worries. Hopefully Fatshark’s looking into toning this down. Balance notwithstanding, this feedback is just how I feel getting matched with it. It creates a lousy situation on higher difficulties and one at the core level of the experience.
Which is to say, it’s not fun playing next to someone who is fielding it. I’m feeling roughly the same way about the Drakegun during hordes. Fighting hordes and weaving in and out of them in Vermintide 1 was the best thing ever. I can’t really blame Drakegun for this because there’s a lot more unavoidable damage and now we have to deal with shields, not to mention the Phantom Swing issue plaguing melee. The Drakegun is also totally specialized for this occasion, while the Beam Staff does whatever it wants. I know these weapons are what Legend is balanced around specifically but…
Vermintide 2 seems to demand specific roles from everything now whereas in V1 everything was viable for a lot of reasons no matter how the team was set up, but this is just how I feel. Again, yeah, Beam functions in V1 like it does in V2, but here it’s another staff that encourages her to never use melee.
And if there is one technical thing I would say, it’s that any ranged weapon that lets someone coast through a round with 0 melee kills should be looked at twice then thrice.