The Traitor Curse Part 2 Anniversary Update: OUT NOW

The flames are too terrifying, no one can survive for more than 10 seconds

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I appreciate the huge work of balancing that is being done but please, PLEASE, try and find a definitive balance instead of going wildly from left to right?

Every new patch we basically have wasted tons of materials to invest in a weapon that get destroyed and a new one become the new “meta”. There shouldn’t be much of a meta to begin with, the huge majority of weapons should be viable and eventually only some outlier should be touched a bit if they outshine/underperform too much.

I know it’s hard to balance when you have such a messed up overly complex stat system but maybe the first step would be to simplify it then?

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Ha, unfortunately the answer is “no”. I will still keep bitching about it, since it’s dumb and needs to be reworked, but I don’t see it happening for about another year when they finally get around to completely revamping the weapon crafting system, like they did for vermintide 1 and 2.

Can we get the original Ironhelm moveset back

I could but I will neither convince you of another position nor will you be likely to hear me out now that I’ve made it clear I, and you can see others too, think that you’re wrong.

So unless you actually wanted to read my explenation as to why I think you’re wrong and how I’d argue that stance, I’d rather save us the trouble.

There are plenty of my takes to be read in threads about that topic if you’re that curious.

Love the new map and new boss but haven’t try new weapons yet. However, the hype may last for a week or two before it get bored. May I suggest for next big update to include new reward or some new item for us to grind. Just my opinion.

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Ruthless Backstab Blessing

Reduced rending bonus for all ranks:
    Tier 1 : from 90% to 70% rending on backstab
    Tier 2 : from 100% to 80% rending on backstab
    Tier 3 : from 110% to 90% rending on backstab
    Tier 4 : from 120% to 100% rending on backstab.

Dev note: Rending bonuses is capped at 100% so tier 2, 3, and 4 were all of the same strength. We’ve lowered tier 1-3 for this to make sense again. This won’t have any impact on the damage output for Tier 4.

What happened to Rending above 100% changing to damage at a 4-1 rate?

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idea is solid, execution is lacking

or… “half baked”

The implementation of fire in DT is fundamentally flawed for how it should work. It should work like Gas Grenades Rats from Vermintide 2 where it causes an area of very slow tick damage that dissuades you from entering but can enter and pass through if you want to risk the small ticks if it is more strategically viable than staying on the side of the gas you are on. For some reason, in DT they decided they needed to be super annoying, causing a stagger and slow before they even explode completely, stripping toughness, and then burning your health. This on top of the fact that they do not need line of sight on you to hurl grenades at you while you are dealing with the new Crusher Platoons. Bad game design, straight up. If they want to remove frustration, they need to reset it the way it was but remove the toughness strip and slow/stagger. It will make the bombers easier but I would argue the bombers are not where the game difficulty should come from, it’s the combination of bomber area denial, trapper/mutant/dog operator removal from the fight, and flamers having more direct area denial/forced movement in combination with standard enemies engaging in shooting and stabbing.

gibbing is the decaps of heads, amputations etc

oh ok cool, I was looking through the notes and they use the word several times but don’t explain what it means/does. Thank you

So they didn’t fix trapper nets magically phasing through pretty much everything? Is this an intended feature?

oh see i have always heard half baked, referred to as the idea not necessarily the execution, though i could see the half and half split between the two being considered half baked.

Yes, its to weed out heretics, only heretic sympathizers get caught through walls.

Chain axe still does less damage than the chain sword, but attacks slower… Yup, definitely seems viable.

Guess that makes me a heretic sympathizer, because I’ve been trapped through walls, fences, crates, stairs, 30 crushers… You name it, I’ve been trapped through it

That’s not the reason everyone leaves, everyone leaves because the primary engagement mechanic is crafting and they realize its garbage still and leave. Rewards and new items to grind just increases the hurt of not being able to build the stuff you want to build.

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630 dmg in weakspot from the chain axe
330 dmg in weakspot from chain sword
all done with light attack 1 on flak armored (edit: and with yolo white weapon)
so can you explain more what’s your talking about ?

Fire is dealing too much dmg and needs to be tuned down ASAP

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Why does the new chainaxe light attacks have to sound like you’re hitting someone with a metal pipe? :frowning:

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