Some of the most fun weapons in Vermintide weren’t the most meta ones.
Halberd is for example a quite complex weapon, having quite varied weapon attack loops and being able to focus into stabs, strike downs, or sweeps by mixing light, heavy and push attacks.
And most weapons in DT have the benefit from using bigger pools of attacks due to them having to feed more than 1 Mark (baring exceptions), so adding weapon marks could be done while only requiring minimal animation changes, mostly the animations to reset the weapons into usable places to link to different attacks.
I don’t necessarily want stronger, (or weaker weapons), but I do want weapons that are made to be more complex.
I don’t need new attack animations, just mixing up the already present ones to give fitting and pleasant attack loops that create weapons that have characters.
Should there be more complex weapon Marks
Yes, introduce new complex Marks
No, keep Marks simple
No, don’t introduce new Marks
0voters
List of melee weapons that are currently missing some variant (if 3 is the target)
Which would you really want to see a get a more complex Mark:
I always thought every weapon category should have a ‘simple’ mark, with extremely easy swing patterns for horde clear and single target, but would be overall worse than the more ‘complex’ marks. You would need to learn the correct combos for the ‘complex’ marks to improve overall effectiveness.
Give the new players a way to get in and use any weapon at least at a competent level but also allow for growth and improvement by switching to a better mark with additional complexity.
Melee marks have always been one of those things that feels like 100% content fluffing. Very rarely do 2 feel unique and worthwhile like chainaxe/eviscerator. Mostly they feel the same but you know one is worse from combos/loop speed/some benign factor inherent to how the weapon was made different from another mark. Not like ranged where they mostly all perform…very few examples of ranged weapons where there’s more than 1 bad mark. Pickaxes come closest but if it takes 2 years for a single class of melee weapons for 1 character you can see the problem.
At times I wish we had an optional “Advanced” melee combat mode, which would allow you to control weapon swing and stab directions. A bit like in M&B or Chivalry.
I was watching one of Rawk’s videos earlier. Sliding is part of his pickaxe horde combo. He alternates sliding diagonal uppercuts with standing diagonal downstrokes.
Just when I think I know a weapon’s tricks, I get my mind blown.
Edit: which makes me think I need to look again at the sprint, dodge and on-draw moves for FGS and relic blade. Maybe the on-draw strikes are a hint that FS intends QQ cancelling to be a core part of FGS combos.
that slide attack is stronger than a typical strikedown and has ok-ish hitmass making it a pretty good generalist strike. it combos back to L3 which for Branx means doing 2 stronger strikedowns and then being able to combo into the heavy strikedown after that. plus it just feels funny to do a slapshot as ogryn. biggest goon on the ice.
and swap/sprint/slide inputs and secret combo inputs should be more standard in game. arbites maul of all weapons has one of my favorite ones. there’s actually 2 relentless heavies in the moveset, which can combo from push attack only. and then there’s force greatsword which is just perfection (arguably too perfect and it will ruin all other psyker melee for you).
In my experience, the upsides of complex melee weapons are lost on the overwhelmingly vast majority of the playerbase, who find them more to be annoying or frustrating (or just don’t have any concept of them and their possibilities). Getting deep into the melee weapon movesets and using them to their utmost is a very high expression of skill in this game.
Some people are into that, for me however, it’s adding a lot of complexity to a game that I don’t really have the time or interest to learn beyond maybe one or two examples (particularly in Darktide vs Vermintide where shooting is a much larger component). If I really want to get deep into complex melee combat, I don’t want to spend 20 hours learning twitch reflexes for a moveset cycle on a new e-sword, I’ll go play with real steel, have plenty of HEMA gear and multi-hour practice sessions available almost every day of the week where I can move the sword however I want as dictated by the fight (instead of being restricted to a weird predetermined set of attack patterns).
Most weapons in DT (and in Vt2) have 2/3 loops that you’re meant to use to have good effects:
Spam light attacks
Spam heavy attacks
Alternate with light/heavy attacks
With usually having 1 loop be good for crowd, and the other for elites/armours
I want more complex weapons, maybe one that has a heavy attack that is only accessible through a specific light attack that is deeper in the light attack, or having, or depend on alternating different light/heavy attack loops that act differently (So instead of looping L1 and H1, you’re meant to continue deeper into the light loop, then jump to heavy and back and forth)…
Omnissiah Axe will be Halberd Animations i reckon when we get AdMech. I would really Love to see this. Halberd was extremely Fun and rewarding if you knew how to use it!
Would like to see Warrior Priests 2H Hammer Animations from V2 for Thunderhammer. That would be Epic. One of the best Weapon Animations in V2 just from the looks for PLayers and the feel and flow how it get swinged around. Maybe not the most Complex but still