In Vermintide 2 it feels like the addition of classes and careers was misconstrued. The blandness and usefulness of classes in end game feels rushed and unfinished. So for a moment lets ignore the horrid amount of bugs infesting this game at this time, which unfortunately there are many, and focus on my main critique of this game - The classes.
During the beta it was already evident that some classes were just ridiculously better than others. Krubers Huntsman class could essentially mealt any boss he wanted by combining his ult with a blunderbuss, Kerillion’s Waystalker class could not only instantly pick off any special but also negate need for health potions in the hands of high skill players, Siennas Pyromancer was the only class of hers that had a ult that could do damage, and Witch hunters bounty hunter could pop clan rats for one shot kills up to heroic difficulty with the added bonus of a squadron deleting ult. Notice any similarities here? I’ll give you a second.
ALL of the classes listed above are the ranged dps of their respected Hero. Even with the recent nerfs on release the current meta for Legendary is one Tank and three ranged… which is just so absolutely boring. I have NO idea how anyone would get any enjoyment out of that. The thing that I just don’t understand the most is the fact that all of the classes have access to essentially every weapon in the game. Like, what?? That pushes the meta to be based off of SKILLS and SUB TALENTS. Everyone would basically just use the same weapons 24/7 even if they DO fix the classes. I think to fix this game for me and a lot of other people, with that same itch I have, they need to rework and re-balance the classes completely and limit the weapons that career can use. As it stand currently it just doesn’t make sense to even have careers.
Waystalker - Why did she have regen in the first place exactly? That seems like it would fit better on Zealot or Berserker or Unchained. I think instead she should have her original large amount of ammo from the beta returned, and a passive to penetrate more enemies on ranged attacks. That would push her to be played as what she’s designed as: RANGED. Make her talents things like less bullet drop, higher damage on enemies hit with penetration, faster firing speed, and faster movement speed while zoomed.
Usable weapons should also play off her Ranged focus
- Sword and Dagger
- Single dagger?
- Long Bow
- Swift Bow
- Bow Staff? (An Idea I had dancing around in my head. Much like WH’s Rapier and Gun but able to fire around and have low damage sweeping swings to knock back hoards.)
“Dash through enemies and cause bleed”, that is perhaps the worst idea for a skill I have ever heard in my entire life. Well maybe not… just doesn’t work in this game, like at all. Get rid of that skill and try something that suits her style better: MELEE. An idea my friend Troy and I had was a spinning slash. Much like Mercenaries but more damage focused. This would push her meta to be more front line and direct contact oriented. You could have clutch moments where your team would be surrounded by enemies while fighting a boss, where a well places spin slash would help the team greatly to take out those stragglers that are behind your block. Makes more sense than team mates beating up enemies around them while one person gets devastated by the boss. Make her sub traits focused around this like more weapon ranged, attack speed, stamina, cleave damage, and knockback(to support the ranged classes)
Her weapons should be more melee and crowd damage focused.
- Spear (Great weapon, I hate seeing it being used by waystalker because then a player can have hagbane for crowd destruction, Truflight ult to kill specials, and a spear for great offense.)
- Glaive (Tweaks here and there and it could be much better.)
- Wardancer Blade (Makes zero sense to be used on anyone but this class)
- Duel swords (Blade dancer?)
- Swift bow
- Long Bow? (much less ammo so the focus stays melee but doesn’t eliminate her usefulness for specials.)
I honestly LOVED the idea of Shade being that sneaky high damage presence on the battlefield. Unfortunately the way fatshark has it set up is just weird… In a game like vermintide when are you ever behind enemy lines and not aggro-ed? It’s possible with Tank class support I guess but still just seems to miss the goal. I like the invisibility on this class and this class ALONE. I would say change the ability to be more focused on the invisibility and less the “One shot damage”(Lame). It’s a stretch and would need major tweaking but say the elf had a long invis time that didn’t break on melee attacks but dealt less damage. INSTEAD have her attacks deal continuous poison damage on hit. So her job would be to get up around bosses or hoards and start debuffing all the enemies. Her sub traits could be things like bonus damage on back-stabs, increased critical chances, enemies who are poisoned deal less damage and attack slower, charged attacks while invisible deal increased damage but break stealth, increased movement speed while not detected, Kerillions presence does alert enemies who cannot see her. Her weapons would be low damage but fast speed and ranged more or less the same.
- Duel Daggers (Duh)
- Glaive (Damage focus?)
- Single Dagger?
- Spear (Something about a poison tipped spear just makes me feel bubbly)
- Hagbane (playing off the poison focus of her kit)
- Swift bow
- Crossbow (More DPS?)
Honestly my favorite class atm. He actually seems to have a real front line melee focus, with a twist of being able to be a support build as well. I wouldn’t change much other than maybe the weapons he could use.
- Halberd (My fav, greatly designed, maybe more area attacks)
- Executioners sword(Rewarding for those who could aim.)
- Blunderbuss (Great Crowd control)
- Repeater Gun
(Kruber needs more ranged in my opinion.)
Why? Why. Why?! WHY does this class have invisibility? Is like supposed to be camo for hunting deer or something? It’s weird and makes the kit feel weird. Maybe instead give him a “Hunters Site” kind of ability. Basically he can pop the ability and be able to see where on the map the specials are hiding like that one damn blightstormer that tornado-ed you and poofed away or a packrat closing in on your team behind a wall or a hoard. I think this would help him be more helpful to a team rather than having another damn ranged dps. Have his traits things like activating hunters site restores some health, LVL 25 arrows and bullets can penitrate walls during hunters site, allies can see specials as well when hunters site is activated, and kruber highlights critical spots upon hitting them. His weapons should be again: RANGED FOCUSED.
- One handed sword
- One handed mace
- Huntsmans axe?
(again hes lacking in the ranged department.)
Decent Tank . The dash makes more sense because your team can follow up by taking out downed enemies. Plus its a good chase ability if someone is grabbed and you need to get through a hoard to save them. I saw a top player on Twitch tell his team mate that he was “Dead anyway” when he got grabbed. What kind of lame excuse is that to just kind of let someone stop playing because of a special. Obviously his weapons would be shield and stamina focused. His traits could be changed around for the better. Here’s something, why does EVERYONE have the same level 20 stuff? Would it make more sense for the TANK FOCUS to FOCUS ON TANKING and not kills? What if the DPS needs those kills to heal?
- Sword and shield
- Mace and Shield
- 2h Hammer (I like the idea of a tanky bruiser who beats down enemies with his dash and wide hammer swings.)
- Gatling gun
- Pistol?(why is WH the only one who gets those? Surely the soldier can aim pistol? Plus it could be a quick pop out of block to knock an enemy like a berserker)
Battle wizard/Pyromancer - Okay can you tell me something? What exactly is the different between Pyromancer and Battle Wizard other than skill. Than can use essentially the same staffs and the same melee weapons and both have increased ranged damage. The Pyromancer just has a better ability. Here’s an idea, maybe swap them up to be an AOE focus and a single target focus. Battle wizard could have an ability to leave a wall of fire in front of her to DPS hoards as they charge though a tight space and support the team with the fireball staff and Flame River staff, while the pyromancer rained hell from afar with a fiery beam that ripped through hoards at a certain target like a boss or special with weapon support such as Beam staves and bolt staffs. As for melee weapons it doesn’t really matter because IMO they all kind of blow and the focus should be more on the staff power. Have traits like enemies on fire take more damage for Battle Wizard and fire deals more damage the farther it travels for Pyromancer.
All except maybe mace and Flaming sword
Gotta say, I LOOOOOVE the idea. Her ability makes sense for the close to enemies kit but falls real short in damage. Like this is Sienna releasing the tension and pain from the boiling magic inside her in a giant boiling explosion! Yet it’s more like setting your finger on a hot stove for half a second. Up the damage! Make melee stronger and hits feel heavier! A melee focused Sienna is an AMAZING idea and I think with the right tweaks could be crazy good. Make her traits things that boost her damage and damage resist on higher thresholds, faster attack speed while it rises, small reflect damage(She’s literally on fire.) and health regen while having no threshold up. REWARD the play for being able to balance how much they use the deep fire power within with how much they play it safe and defensive.
-Runeblade/channeling staff? (My basic idea here is to have the player able to make the Sword hotter and more powerful by channeling energy through the staff. This is a 1000 degree knife people, it’s going to cleave right through armor and hoards as her threshold rises but damage her as she pushes the limit.)
What it kind of seems like you were pushing here was a resourceful ranged support. I like that idea and I think it works well, sort of. The smoke cloud is a cool idea but why does it only affect barden? Quick! A storm vermin pack is coming! Bardin can HIDE his team as they pass. He can help a downed player in the middle of the fight or heal an ally without aggroing the boss or hoard enemies. The ammo replenish is nice but maybe have based on all enemies but also ranking them. Little puny enemies sometimes return ammo, Elites reward 1 or 2 ammo, specials restore two, and bosses give back 5. Have his traits based of this resourcefulness like having a chance to not lose a med-kit upon using it or potions having a chance to duplicate.
- 2H axe
- 1H axe
- 1H hammer
Nice tank class. I like the aggro pull and his passive to ignore damage. Honestly there’s not a lot that doesn’t work about this guy me. It’s a good class.
- 1h hammer and shield
-1h axe and shield
Hmmm. I like the idea behind this one two but the usefulness kind of falls short. Great dps for bosses but seems like he’d have to stick behind a shield while attacking. Plus 0 ranged is unique but also eliminates most of his special killing ability since he can jump on a packrat and kill it sure but then he’s away from his team and should he fail he’s now away from his team and being dragged away. He needs traits to back him up like maybe after a jump he in immune to damage for a few seconds or cant be grabbed. Maybe even give him the temp health on kills so it balances out the damage he takes from being on the front line with constant damage being thrown out in front of him.
-ice pick of doom
Never played it so it wouldn’t be fair for me to change anything. I hear he’s pretty low tier rn though so maybe re look into some traits to fit the kit.
Anyway these are just some idea’s I had jumping around in my head about characters. The classes were so hyped and I just feel like really low effort was actually put into them. All of these recent patches just being nerf after nerf makes me pretty nervous. I want this game to be the absolute best it can be, and I feel like it’s weakest points are the classes.
Please share any further ideas or critiques about my classes, I’d love to pool together ideas for fatshark to see and also hear what others think could improve the game.