The Problem With Unchained - And How to Fix It
First of all: her Skills and Traits are absolutely fine. Up to 60% melee power is just crazy. An ability that causes an explosion and clears her Overcharge to prevent death is good because she gains it from getting hit, reducing damage to her health. And no Overcharge slowdown means she can run and hit as fast as a melee class should.
But the problem is: that’s all. Her talents are extremely weak at enhancing her melee power, with only one exception.
Long Story Short:
Unchained needs:
-
A reliable source of burning enemies, otherwise her burn-related talents are mostly useless.
-
A consistent way to deal with specials at medium range.
-
Talents like Pyromancer, which could prevent death from Overcharge, so she can fight at full power.
-
Options to ignite her weapon with enough Overcharge for talent synergy, even if the damage is low.
-
Or a talent that halves damage reduction from Blood Magic but removes Overcharge generation.
Utility talents are fine in theory, but they currently lack impact. But i also want the option to spec for damage output, not just utility.
And most importantly: her ability needs a shorter cooldown. It should deal more damage, have higher stagger power for monsters, and vent only part of her Overcharge so she can still benefit from it.
Short Story Long:
(I will not talk about Level 5 and 15 talents for obvious reasons.)
To read the full talents, see: Unchained - Vermintide 2 Wiki
Level 10
Frenzied Flame: Increases melee power further by giving 15% attack speed. Requires at least 50% Overcharge but that’s okay. It’s bearable.
Outburst: Weak DoT, only really worth using with “Enfeebling Flames.” Otherwise lacks horde/elite clearing potential; functions more as a defensive stance.
Chain Reaction: Useless without any source of fire except “Outburst” which is a same level talent. Deals no damage. Stagger would be valuable if not for the lack of burn sources.
Level 20
Dissipate: Best theoretical Overcharge vent, gives 50% Block Cost Reduction. Downsides: vents every time you block, reducing Overcharge needed for melee power.
Conduit: Good and simple venting. No issues.
Numb to Pain: A weird talent. Theoretically strong but very difficult to use. You have to gain Overcharge and must vent it 3 times in 15 seconds. For a melee class that wants to use its melee weapon most of the time, this talent makes it far more complicated to play. That’s why no one uses it.
Level 25
Enfeebling Flames: A very strong talent BUT useless because of the lack of burn sources, despite being a FIRE-mage melee class. The only good source is “Outburst”, and that talent is weak itself and should normally be avoided.
Abandon: I don’t really like this talent, but it’s the only way to reduce your long ability cooldown to save your ass when overcharged. But it removes a huge amount of health to do that, so it saves you from exploding but costs a lot of health… so you can die from any hit then. Doesn’t really change anything, I would say.
Natural Talent: Just weak. Nothing more to say.
Level 30
Fuel for the Fire: Theoretically strong but quite useless because of the high cooldown. Also, the other talents in this row are more important. Also, I don’t know how much 25% more power is needed if you already get up to 60% from “Unstable Strength”.
Wildfire: This talent makes the ability useful, but that’s the bad thing. It’s a shame that you need to waste the level 30 talent to make your ability - with the longest cooldown in the game - useful. And the fire aura deals incredibly low damage, but at least the aura sets enemies on fire for a long time. Also it increases the stagger power, so you can stagger monsters - something many other abilities can do without needing a talent.
Bomb Balm: Strong in theory, but again limited by cooldown.
So the key problems are:
-
She has no talents that increase her melee potential except “Frenzied Flame” (which is okay) or “Fuel for the Fire” (which should always be avoided because the other talents are more important, and is still quite useless because of the long cooldown).
-
She has no real burn sources for someone who has two theoretically good talents that need enemies on fire.
-
A few talents are odd, unusable, or outright useless.
-
Ability is weak: low damage, low stagger, clears Overcharge entirely, longest cooldown in the game.
-
Also there is another problem: the staffs. No staff can kill specials reliably. Most of the staffs have melee-focused attacks, and their light attacks do too little damage and are so inaccurate that you miss the specials most of the time - especially if you have to fight in melee at the same time. Only the Bolt Staff can kill a special, but only with “Enhanced Power”. Unchained lacks ways to deal with specials or maybe Sienna overall.
With the following changes, I wanted to achieve the following:
-
Increase talents enhancing melee potential.
-
Add more burn sources and higher burn damage overall.
-
Make her ability useful.
-
Small staff adjustments so she can deal with specials, across all Sienna careers.
-
Remove weak or useless talents.
-
Introduce three playstyles: physical melee fighter, fire melee fighter, utility/support tank.
Here is a suggestion for a rework to fix the problems:
(All damage numbers are from the wiki IF they are mentioned. If not, numbers come from the damage I deal to puppets with 650 hero power and without any level 15 talent.)
Sienna Staffs:
All burn effects last at least 3s.
Light attacks from Conflagration and Fireball Staff don’t get less precise after attacks, damage 24 → 30, cast time 0.75s → 0.50s, but generate 4 Overcharge instead of 2.5.
Bolt Staff’s charged shot deals 15% more damage, cast time 0.33s → 0.45s, its fly speed and effective range are increased by 15%, but it generates 10 Overcharge instead of 8.
(This should give Sienna overall - and especially Unchained - a better chance to deal with specials by providing more precise, faster, or stronger attacks, at the cost of generating more Overcharge. I intentionally did not strengthen her staffs through “Unstable Strength,” because that would make her ranged weapons the strongest among all her careers while using a melee career. This staff adjustment is meant to benefit every Sienna career equally.)
Living Bomb:
Cooldown 120s → 90s, increased stagger for monster, radius 5 → 6m.
Explosion burn damage 11.5 → 30 + 50 over 5s. Clears only 50% / 20 Overcharge.
(The fire damage should be calculated with your “Unstable Strength” BEFORE it gets cleared due Living Bomb.)
Unstable Strength:
- Increased melee power on high Overcharge by up to 60%. → Increased melee power and all of her burn damage (excluding her staffs) on high Overcharge by up to 45%.
(I reduced it because her burn damage is now included and her burn damage overall is increased. Also she got some more talents for her melee potential.)
Overcharged Explosion:
- Damage reduced from 25.5 → 20 but gets increased by “Unstable Strength” now.
- I didnt find it anywhere but IF the radius is 5 meter, then: Radius 5 → 6 meter.
Level 10
Frenzied Flame: Increases attack speed by 15% while at or above 50%/20 Overcharge. → Increases attack speed by up to 20% while at or above 75% / 30 Overcharge.
(4% attack speed per 15% / 6 Overcharge. The attack speed is a bit higher because i reduced her “Unstable Strength” but it needs a higher Overcharge too.)
Outburst: Pushing an enemy ignites them, causing damage over time. Heavy attacks make the next push arc 70% wider. Burn damage increased from 12.75 over 6 seconds → 18 over 6 seconds.
(The burn damage is a bit higher and gets even higher with “Unstable Strength”.)
Scorching Weapons (new): While at or above 50% / 20 Overcharge, light attacks ignite for 3s, 10 burn damage/sec.
(A new talent because the old “Chain Reaction” is now in “Wildfire”. This new talent shall give Unchained the ability to ignite enemies without a staff, Living Bomb, or a push from “Outburst” from the same row. Also some good damage, because you lose the attack speed from “Frenzied Flame”.)
Level 20
Dissipate: Block cost is reduced by 50.0% when Overcharged and blocking attacks vent Overcharge. → Block cost is reduced by 50%. Blocking attacks vents Overcharge when at or above 37.5% / 15 Overcharge.
(This should fix the small “problem” that you could lose all your Overcharge when you have to block but want to fight back.)
Conduit: Increases the rate of venting Overcharge by 30% and reduces damage taken from venting by 50%. (No changes.)
Numb to Pain: Reduces damage taken by 5.0% and overcharge generated by Blood Magic by 16.6% for 15 seconds after venting. Stacks up to 3 times. → Reduces the damage reduction from “Blood Magic” to 35%, but no longer converts damage taken into Overcharge.
(The old Numb to Pain is nearly unplayable. It forces a melee class to pull out the staff every ~10 seconds to gain Overcharge and vent it for a 15-second buff. The buff is strong - nothing bad to say about that - but it disrupts the gameplay heavily. Thats why nobody played it. This new talent is far less complicated.)
Level 25
Enfeebling Flames: Burning enemies deal 30% less damage. (No changes.)
Abandon: During overcharge, Sienna expends health to increase ability cooldown rate.
(Health-to-cooldown-reduction 10 / 0.5 for 10% cooldown per 0.25 seconds → 12.5 / 0.5 for 15% cooldown per 0.25 seconds. Means 50% more cooldown reduction but at possible 25% higher costs. For 60% cooldown reduction for example you had to change 30 health for that. That was a bit too much. I reduced it to 25. Not because it was THAT much, just because when you have both grims, therefore lower max health, then gets hit by enemies on Legend, your health get lower and then you need to trade even more health for cooldown reduction. You are literally dead then, even if not from exloding.)
Fire Engine (new): “Unstable Strength” now goes up to 60%. But “Unstable Strength” doesn’t increase your burn damage anymore.
(I increased her overall physical potential and burn damage, and let it benefit from “Unstable Strength” but reduced it to 45% for balance. With this talent, you get back the lost 15% but deals no longer increased burn damage.)
Level 30
Fuel for the Fire: Each enemy hit by Living Bomb increases power by 5.0% for 15 seconds. Stacks up to 5 times. → Living Bomb no longer clears Overcharge. Attacks cannot be interrupted for 8s. Cannot explode due Overcharged during this time. Each hit during effect reduces Overcharge by 20% / 8 after effect ends to cancel the explosion.
(This effect makes her the unstoppable(or in other words, she cant get staggered or pushed back but still grabbed from Chaos Spawn for example) melee class she supposed to be because she can attack freely and with full potential but clear easily all the Overcharge after the time to add a downtime after this rage. But she can still die when health goes to 0.)
Wildfire: Living Bomb grants Sienna a scorching aura that ignites nearby enemies for 10 seconds, causing damage over time. Increases the stagger power of Living Bomb. → Living Bomb’s initial stagger power is reduced. Its explosion changes to a fire aura for 10 seconds in an 6-meter radius. Enemies who die while burning from Sienna explode in a 3-meter radius, dealing fire damage and staggering enemies.
(It sacrifices the new stagger power and the initial explosion to get moderate stagger(which should stagger up to elites) - like it is now - a strong fire aura, and the effect of the old level 10 “Chain Reaction” talent. The burn must come from Sienna now, but her damage doesn’t need the last hit. Damage type changed from “Pure Damage” to full fire damage so it benefits from “Unstable Strength”, but not melee power (which would increase the stagger power again) - just increased fire damage. Damage per tick increased from 2 per 0.5 seconds for 10 seconds → 2.5 per 0.25 seconds for 10 seconds. Fire damage from the smaller explosions is 3. So a total damage change from 75.75 (10.75 initial damage plus 40 pure damage and 25 burn aura over 10 seconds) → 130 (100 in 10 seconds plus 3*10 small explosions). This change should make this talent a valuable damage option to be the fire force she suppose to be while not being hard-focused on melee attacks themselves - just some Overcharge. The fire damage of the fire aura should be calculated with your “Unstable Strength” BEFORE it gets cleared due Living Bomb. The damage of the small explosions shall always be the same.)
Bomb Balm: Living Bomb restores 30 temporary health to allies. → Living Bomb restores 30 temporary health to allies within a 12-meter radius. Clears all Overcharge now. When used while exploding, it changes the restored health to 10 permanent and 20 temporary health to allies.
(Some permanent health instead of THP when used while exploding. Especially good when using “Abandon”, because it consumes health - even permanent health - to get your ability. Theoretically, with “Abandon”, you could abuse this effect to give your allies and yourself more and more permanent health, but I increased the health costs of “Abandon” too, so it’s a bad deal to do that. I just made this change so IF you really had to consume your health to save yourself from exploding due to “Abandon”, or you just got too many hits from enemies and therefore too much Overcharge due “Blood Magic”, you should get some permanent health back. At least it’s a level 30 talent though.)
Last Words
I know no dev team would change a class just because one random person said so, and even more so based on how he suggested it. I just hope I was able to show that Unchained is indeed underperforming, has some strange talents, and offer some suggestions for how she could be improved. I am a Necromancer Main, and only for one reason: Unchained is severely underperforming. I am literally the kind of person who loves a strong bruiser, especially when it comes with fire. But Unchained? No… just not the way she currently is. She has some horde-clearing power and a little against elites. But monsters? Forget it. Specials? Nope. Chaos Warriors? Maybe, but there are better careers for that. All thanks to some weird talents, a weak ability, and zero reliable fire sources. I designed at least two playable builds for her to handle all of that: a physical bruiser and a fire-focused fighter. Also, a utility/support tank, but fair enough: a tank doesn’t exactly deal much damage.
PS: And I also experimented a bit with the visualization, hoping it would make the text a bit easier to read.