Rather than just nerf the powerful weapons (power sword being the elephant in the room) - please don’t overlook the fact that almost every other weapon in the game needs some kind of buff.
Instead of it being like:
Oh this weapon can barely onehit a poxwalker, I guess it must hit a LOT of targets - maybe even going through carapace - and allow me to control the horde better.
Oh this weapon can’t even go through two poxwalkers. I guess it’s single target damage is really high which will allow me to dispatch elites better.
It’s more like
Oh this weapon can barely onehit a poxwalker. It also stops after cleaving four poxwalkers and leaving three of them at over 70% of their life.
Oh this weapon can’t even go through two poxwalkers. I still have to wail on a single Crusher for 15 seconds before it goes down though.
Nearly everything has absolutely glaring downsides that completely outweigh their meager strengths. And those that had specific strenghts (i.e., the dodge kiting of the Dagger) summarily had their wings clipped.
And all a huge chunk of the blessings are lukewarm insultingly banal increases like:
Plus 4% reload speed after sliding (wow i reload 0.1s faster!!)
Plus 2% damage on hit - stacks 5 times (wow! after 5 hits i do a whopping 10% extra damage!!!)
Extra 20% critical damage when you hit a weak spot only (why the extra condition to something that is already pure RNG?)
Where nothing outside of the the basic “here’s 15% damage for hitting 3 enemies” (something which requires net zero thought) or the cleave-boosting talents (important due to how dense hordes get at higher difficulties) are worth considering.
It’s all just micro-boosts that are technically an increase if you look at things on a spreadsheet, but that make no practical difference in-game in most cases.
If a damage boost doesn’t let you kill a target in one less swing, then that damage boost was practically worthless because you’re still swinging X amount of times. This is the “breakpoint” situation that the endgame of Vermintide ended up being based around. And it’s something that is frankly unavoidable in this type of game no matter how much the lead designer may detest it.
Let us have FUN with making builds in that case.
Here’s four free ones as an example:
Sliding instantly reloads X% of your magazine’s ammo.
Sprinting charged attacks deal XX% more damage/impact
Attacks made while dodging have XX% more cleave/impact
Successfully dodging an attack (ranged or melee) removes a large chunk of aim sway/flinching/etc. for a couple of seconds