I can think back to the days when I believed I was among a very few amount of players who played this game because the mechanics of the combat were incredibly exciting. I had all the upgrades available to me and those whom I matchmade with were of the same dedication. We loved the game because we could dice through a thousand enemies and it would present us with some challenge we could, with some dedication and skill, overcome.
In the last couple of days I have taken those same dedicated teams into the new missions provided to us by Fatshark only to be overcome with an impossible enemy.
I have had some time to reflect on why I just made the statement above. âAn impossible enemy? This is a skill based game, at heart, why not just get better or try for stronger teammates?â Well my answer is I have had some time to play this game, as some of my more veteran readers might also have, and I believe I have some ability to recognize when someone is a good player. When theyâre able to perform with their back against the wall, a scenario Iâm sure you, reader of this post, know all too well, and make incredible plays that allow us to continue the mission. Moments that emblazon themselves within the mind due to the patience and skill it took to create. That ability to craft those moments makes a good player. And yet, I have also seen those players who are capable of these moments be absolutely overwhelmed. How many of these incredible players have been neutered by the swarming beastmen driving down into the crater at the end of Dark Omen?
In my first two days of this new DLC, I put 6 or so hours into trying to complete Dark Omens on Legendary, a difficulty Iâm familiar with. Those who are familiar with Legendary know it is a punishing but rewarding experience. However, the new mechanics were overwhelming. I was slaughtered ever time, no matter the effort made. I remember leaving the game the second day feeling incredibly disappointed.
But why that feeling, out of all the feelings available to me, disappointed? Well, I felt that way because the new mechanics demanded it. Everything that us faithful players have trained in had been destroyed. All of the experimentation Fatshark had done to make a balanced game had been forgotten. A new model of combat, which was unnecessary, was introduced into our beloved game. I was disappointed not because Vermintide 2 needed a new model of combat, but because it was incredibly great the way it was. I loved the game, as Iâm sure many people did. The combat was great, true and tested, and made for difficult but rewarding play.
Now, involuntarily, we have been shoved into a new game. Something that is foreign to us Vermintide 2 players. I have seen the posts on this forum and feel some togetherness in the fact that I do not believe this alone. I feel confusion in the fact that we did not provoke these changes and yet they came. I believe we were unprepared for this.
In the end, Fatshark, I love you. You are one of my favorite development studios. But I do not know why you have chosen this path. And I hope in the future this post may deter you from such future behavior.
Sincerely, and always, your dedicated player,
Jackson TC