Vermintide 2 - Patch 3.1


Welcome to Patch 3.1 and the patch that brings you the recent balance changes from the Big Balance Beta. Thank you for your participation and feedback during the Beta. We are grateful for your contribution to Vermintide 2.

Below you will find the Patch Notes, and as always, if you want to discuss the latest patch, leave feedback here in the Forums!


3.1 Patch Notes


  • Fixed a crash in Spoils of War.
  • Fixed a Store related crash.

General Changes

  • Added psuedo random distribution to critical strikes and procs.
  • Generic damage reduction is now calculated multiplicatively rather than additively.
  • Headshots and critical strike no longer automatically apply the lightest level of stagger to enemies, regardless of their stagger resistance.
  • Buffs now appear in two rows in the UI, displaying a maximum of 10 buffs instead of 5.

Melee Weapons


1H Sword - Kruber & Sienna

  • Finesse multiplier (headshot/crit multiplier) increased to ~2 for all attacks, up from 1.4 for light attacks, 1.5 for heavies.

1H Mace / 1H Hammer

  • Light attacks 1 and 2 and push attack now have Tank hit mass multiplier.
  • Light attacks 3 & 4 now have the same single target damage profile.
  • Light attack 3 now has 10% bonus crit to compensate for being an uppercut animation.

2H Hammer (Kruber + Bardin)

  • The push attack now has the same damage profile as the heavy attacks. No tank hit mass count.
  • Heavy tank attacks now properly puts enemies into stagger level 2 (fixes a bug).

2H Sword (Kruber + Saltzpyre)

  • Move speed charging heavy attacks increased to 60% from 20%
  • Light attack animation speed sped up by approximately 10%

Mace + Shield / Hammer + Shield (Kruber + Bardin)

  • Light attack 3 has 10% additional critical strike chance.
  • Heavy Chain now begins with shield bash.
  • Light attack 3 now has single target armour piercing damage profile. Same as push attack.
  • Push attack now chains into light attack 3.

Mace + Sword

  • Lights 1 and 2 now have the same damage profile as 1H Mace.
  • Lights 3 and 4 now have the same damage profile as 1H Sword.
  • Each weapon in the heavy attack now has the same damage profile as the original Falchion Heavy.
  • Heavy attacks and light attacks 3 & 4 now have Linesman hit mass count.


Heavy chain order reversed, the first heavy is now the Heavy Stab, and the second heavy is now the Heavy Sweep.

  • Intact Attack Chains:
    • Light chain and push-stab chain remains intactLight 1 -> Light 2 -> Heavy stab, Lights -> Heavy stab chain intact
  • New Attack Chains:
    • Light sweep (L1) chains into Heavy sweep (H2) -> repeat
    • Heavy stab (H1) chains into light stab (L2) into light overhead (L3) -> repeat
    • Heavy stab (H1) chains into light stab (L2) -> repeatLight sweep (L1) chains into Heavy sweep (H2) -> repeat
    • Heavy sweep (H2) chains into Light sweep (L2)
  • Heavy Linesman added to Heavy Sweep (H2) Armory mod will not reflect the change in heavy attack order.
  • Dodge range increased from 0.95(-5%) to 1.0 (0%)

Executioner Sword

  • Reduced animation speed by 8.5% for all attacks.
  • Light attack 3 now has 10% bonus critical strike chance.

Tuskgor Spear

  • Now has normal block cost modifier instead of shield modifier.


1H Axe (Bardin + Saltzpyre)

  • Animation pause after Light 3 reduced from 0.42s to 0.3s
  • Light attack animation speed increased by roughly 8%
  • Move speed while performing light attacks increased (from 75% to 80%)
  • Heavy attack charge time reduced from 0.6s to 0.5s
  • Heavy attacks now share a damage profile with 2H Hammer light attacks

2H Axe

  • Heavy attacks now have linesman hit mass count.
  • Light attack 3 now has the same damage profile as light attacks 1 and 2.
  • Push attack now has linesman.
  • Light attack 3 has 10% additional critical strike chance.
  • Now has 6 stamina (3 shields), up from 5 stamina (2.5 shields).

Axe + Shield

  • Light attacks sped up slightly.
  • Charge time required for heavy attacks decreased slightly.

Dual Axes

  • Finesses multiplier on all attacks increased to ~ 2.0 (up from ~1.5).


  • Linesman hit mass count added to light attacks.


Elven 1H Sword

  • Light attack Finesse multiplier increased to ~2.0 from ~1.4.
  • Heavy 2 changed to the damage profile of Crowbill Heavy 1.
  • Light 3 armor damage increased by 20%.

Elven 2H Axe (Glaive)

  • Reverted WoM nerf. Linesman added back to light attacks.
  • Now has 6 stamina (3 stamina shields), previously 4 stamina (2 shields).

Elven Axe

  • Heavy attacks now share a damage profile with 2H Hammer Light Attacks.
  • 10% bonus critical strike chance added to push stab.

Elven Dual Daggers

  • Removed bonus 10% crit from lights 1 and 2.

Elven Sword and Dagger

  • Removed bonus critical strike chance from Light attack 1 and Light attack 2.

Elven Dual Swords

  • Dual swords light attack damage increased by 25% against infantry.
  • Push-stab armor damage increased by 20%.

Elven Greatsword

  • Light attack animation speed increased ~10%.
  • Light attacks have 10% additional critical strike chance.

Elven Spear

  • Push attack, Light 3, & Heavy 1 now all have Linesman hit mass count.
  • Reverted 25% nerf to light stabs that came with WoM, (base damage up to 0.25 from 0.2).

Elven Spear + Shield

  • Light 3 changed from a poke into a sweep, added linesman to light 3.


Axe + Falchion

  • Removed heavy linesman and bonus 20% crit from push attack.
  • Increased dodge count from 3 to 4.
  • Increased dodge distance from 1.1(10%) to 1.2(20%).


  • Now has 6 stamina (3 stamina shields), previously 4 stamina (2 shields).
  • Heavy attacks 1 & 2 now have the same damage profile as Elf 1H Sword Heavy 1.
  • Light attack 3 now has the same damage profile as Heavy attacks 1 & 2.


  • Lights 1 & 2 now have Tank hit mass count.
  • Damage of Heavy attacks increased by 30%.


  • Increased dodge distance to 1.15(15%) from 1.1(10%).
  • Decreased dodge count from 99 to 3.
  • Special pull action now costs 0.5 stamina.



  • Now has 6 dodge count instead of 3.
  • Added 10% critical strike chance to light attack 4.


  • Max dodge count increased to 4 from 3.
  • Heavy 1 now has the same damage profile as 2H Hammer Light attack (23% buff to damage).
  • Animation time of Heavy 1 sped up slightly.
  • Range of Heavy attacks increased slightly.
  • Damage of Heavies 2 & 3 increased by roughly 30%.
  • Animation speed of Heavies 2 & 3 increased slightly.
  • Light attack 1 damage profile changed to Halberd L3 Damage profile (30% buff to infantry damage, 60% buff to armor damage).
  • Range of all light attacks increased slightly.
  • Animation speed of all light attacks increased slightly.
  • Move speed during all light attacks increased to 80% from 60%.

Flaming Flail

  • The explosion of Heavy 1 now deals direct explosion damage.

Ranged Weapons

Beam Staff

  • Overcharge generated by shotgun blast reduced significantly (~33%).
  • Weapon switching while charging the weapon is reduced from 0.2s to 0s (matching all other staves).
  • Weapon switch window after a shotgun blast reduced from 0.4s to 0.3s to match the 0.31s animation time of the shotgun blast.

Drakefire Pistols

  • Overheat of the shotgun blast reduced ~33%.
  • Dodge range buffed from 85% (-15%) to 100% (0%).

Empire Longbow

  • Forced zoom delay is now 2s instead of 0.4s (allows full charge without being forced to zoom in).
  • 25% move speed while holding a full charge (increased from 0% previously, 25% is similar to the full charge move speed of bolt staff).


  • Reload time reduced from 2.0s to 1.5s.
  • Max ammo = 16, up from 12.
  • Cleave buffed 50% to match crossbow.

Repeater Pistol

  • Linesman is now on the bullet spray ( linesman on ranged weapons gives shotgun mass reduction).


  • Increased armor damage by approximately 100% on charged shots.
  • Increased monster damage by 30% on charged shots.
  • Increased cleave by 75% for quick shots and 50% for charged shots.

Throwing Axes

  • Increased monster and berserker damage by 30%.

Volley Crossbow (Saltzpyre)

  • Ammo pool boosted by 50% (from 30 max ammo to 45).
  • Cleave increased by 75%.
  • Reload time reduced from 5s to 4s.
  • Dodge count increased to 3 from 1.

Volley Crossbow (Shade)

  • Cleave increased by 75%.
  • Max ammo capacity increased to 45 to match Saltzpyres crossbow.


  • Increased max ammo from 12 to 16.


  • Increased max ammo from 14 to 16.



  • Taal’s Champion - (Reworked)
    • New name: Tag Team
      • “Kruber gains 10% power. The closest ally to Kruber gain 50% damage reduction and 10% increased power. Passive aura no longer affects allies.”
  • Rock of the Reikland (Modified)
    • Now also doubles the radius of Kruber’s Aura.
  • It’s Hero Time - (Reworked)
    • Resets the cooldown of Charge when an ally is incapacitated.
  • That’s Bloody Teamwork! ( Reworked)
    • Merged with Defensive Formation into “Increase damage reduction of Protective Presence by 5% per nearby ally.” Moved to tier 4 mid row.
  • Inspire Action - New talent
    • Staggering an elite enemy grants Kruber and his allies 100% increased cooldown regeneration rate for 0.5 seconds. Replaces That’s Bloody Teamwork in tier 5.
  • Trample - (Reworked)
    • New name: Battering Ram
      • Doubles the width of Krubers charge and allows him to charge through great foes.


  • Maim - (Reworked)
    • New name: Keep it Coming
      • Every third ranged hit causes the next shot to consume no ammo.
  • Master Huntsman - (Reworked)
    • New name: Tough Hide
      • Killing a special or elite enemy reduces damage taken by 10%. Stacks 4 times. Taking a hit removes one stack.


  • Ready for Action - (Modified)
    • No longer removes Temp Health. Cooldown reduction reduced to 20%.


  • Scavenger - (Modified)
    • Scavenger Ammunition Caches now drop at Bardin’s feet instead of at the killed specials location.
  • Share and Share Alike - (Reworked)
    • New name: Field Rations
      • Killing a special has a 50% chance to drop an Ale that increases attack speed by 3% and damage reduction by 3% for 300 seconds. Stacks up to 3 times.
  • Exuberance - (Modified)
    • Bardin takes 30% less damage from the back. Headshots reduce damage taken by 30% for 5 seconds
  • Ranger’s Ambush - (Reworked)
    • New name: Exhilarating Vapors
      • Allies inside of Bardin’s smoke gains 8% increased attack speed and recovers 3 Temporary health every second…


  • Drakki Wrath - (Reworked)
    • New name: Rising Pressure
      • Increases drake fire damage up to 120% and reduces attack speed down to -50% depending on overcharge.
  • Crushing Counter-Blow - (Reworked)
    • New name: Rune-Etched Shield
      • Blocking an attack grants Bardin and his allies 2% power for 6 seconds. Stacks 5 times.
  • Ironbreaker’s Resolve - (Reworked)
    • New name: Vengeance
      • Periodically generates stacks of rising anger every 7 seconds while Gromril is active up to a max of 5. When Gromril is removed Bardin gains 10% attack speed per stack of rising anger.


  • Ariel’s Benison (perk) - (Reworked)
    • Increase revive speed by 50% and grant 20 health back to the revived hero.
  • Asrai Grace - (Reworked)
    • New name: Asrai Alacrity
      • Blocking an attack or pushing an enemy makes Kerillians’ next two attacks 30% faster and deals 10% more damage.
  • Shadow Step - (Reworked)
    • New name: Shifting Seasons
      • Dodging while blocking increases dodge range by 20%. Dodging while not blocking increases damage by 10% for 1 second.


  • Cloak of Mist - (Modified)
    • Now grants 100% critical strike chance for 4 seconds after breaking stealth.


  • Necessary Means - (Reworked)
    • New name: Steel Crescendo
      • Upon firing his last shot Victor gains 15% attack speed and 15% power for 15 seconds.
  • Inspired Shot - (Reworked)
    • New name: Blessed Combat
      • Melee strikes makes up to the next 6 ranged shots gain 15% power. Ranged hits makes up to the next 6 melee strikes gain 15% more power. Melee kills reset the cooldown of Blessed Shots.
  • Hunter’s Pursuit - (Modified)
    • New name: Rile the Mob
      • Ranged critical hits grant Victor and his allies 10% increased movement speed for 10 seconds.
  • Duty’s Gift - (Reworked)
    • New name: Dual Action
      • Melee kills reload Victors ranged weapon. Killing an elite enemy with a melee attack while out of ammo restores 20% of your max ammunition.
  • Just Reward
    • Cooldown reduction increased to 20% from 15%.
  • Buckshot - (Modified)
    • New name: Return on Investment
      • Added shield penetration to the blast.
      • Added effect: Each kill with the blast increases the amount of pellets of the next blast by 1 up to a max of 20.


  • Searing Grasp - (Modified)
    • New name: Outburst
      • Increased duration of DoT effect to 4 seconds. Heavy attacks increase the push angle of the next push by 70%.
  • Chain Reaction - (Modified)
    • Increased chance of explosion to 40%
  • Numb to Pain - (Modified)
    • Added effect: Venting decreases the amount of overcharge generated by Blood Magic by 16%. Stacks up to 3 times.
  • Burning Dregs - (Reworked)
    • New name: Abandon
      • Overcharging makes Sienna start rapidly exchanging 6% of her health to 10% cooldown.
  • Flame Wave - (Reworked)
    • New name: Wildfire
      • Adds a burning aura that ignites nearby enemies when activating Living Bomb. Massively increase the stagger power of Living Bomb.
  • Fuel for the Fire - (Modified)
    • Increased duration of the power bonus to 15 seconds from 10 seconds.

French, much?

Would have loved to see a reduction of Burning Dreg’s offense capabilities. But aside from that one Unchained is now one of the most flexible, balanced and interesting careers we have, with a nice gameplay identity. Glad, that design department at least has not given in to the powergamey cries for making it a passive. Now, we have to wait for the actual statistics to drip in. Like the new talent names.

Hm. Looking closer. Did you increase the exchange rate? I think it was 5 % for 10 % cooldown in the last Iteration. It should make a continous application a tad harder, not sure if it is enough. Well, as said, let’s wait for the stats.

Also glad that you kept on the tone down of some weapons like the Executioner. But it means another wave of complains :stuck_out_tongue:

EDIT: @Fatshark_Hedge Is there a way to get to the topics from the Beta or have they been removed from existence (most likely as I even lost my Badge for “Nice Reply”)? At least the Topic for the stagger talents rework is one I would like to have access to as it may become relevant at a later point.


Please no. :disappointed:

It does not feel good at all to use anymore.


Seeing as we no longer have the beta patch notes to compare against, could we get a list of changes from the last beta patch, if any (can’t spot any myself, but could easily have missed a number tweak or two)?

Edit: Noticed no mention of Walk it Off DR nerf. Changes appear to be in game so seems to be a missed patch note.


I just hopped on and noticed that the 2 second stipulation isnt present in bloodfletcher’s talent description. But I tested it and the nerf is still in place. Looks like they just forgot some stuff.



It seems that the changes to Huntsman’s talents have been omitted in the patch notes.

Welp, unchained is very strong now, idk why they didn’t adress anything discussed. Probably waiting for data or they ran out of time.

Thanks bud, fixed.

Maim - (Reworked) New name: Keep it Coming
Every third ranged hit causes the next shot to consume no ammo.

Master Huntsman - (Reworked) New name: Tough Hide
Killing a special or elite enemy reduces damage taken by 10%. Stacks 4 times. Taking a hit removes one stack.


And the nerf to Merc’s damage reduction on shout talent. Is that in or not?

1 Like

It’s in.


You might want to take a second look at this talent description ingame:


And at this description, too:


Okay, I keep 'em coming:



Alright, the following talent descriptions ingame also don’t match the values given in the patch notes and currently, I can’t tell which ones are to believe. The patch notes, I suppose.

  • Rock of the Reikland features a misplaced new line
  • Outburst doesn’t mention the 4 second increased DoT duration.
  • Chain Reaction doesn’t mention the final chance for explosions.
  • Abandon doesn’t feature any numerical values at all.

You could at least give a warning about deleting the entirety of the feedback forum, there was plenty of good feedback and good ideas there and you just went full paper shredder machine on those.

EDIT: not deleted, just can’t answer to posts, the only deleted part afaik are the beta patch notes.

Too soon, very little comunication over the last couple of weeks (none at all maybe?), overall, a lackluster beta, as always.

Now we are yet again left with some patch notes here, the beta ones are not even up for comparison, and we start the game of finding which talents simply don’t work, because you know damn well some will be bugged.

The BBB was great change for the better overall.
Just a tad bit sad that no further changes have been made since the last beta update?

Especially since there was a substantial amount of community feedback regarding certain talents being a bit too good (Unchained, Shade Cloak of Mist, etc.) as well as weapons that could do with a few more tweaks (1h sword, 1h axe, elf 2h sword, non-Slayer pickaxe, repeater pistol etc.).

Would have loved to see more testing done for some of these.
Anyway, still happy to see so much community input in the first place, thanks to the work of the weapon rebalance mod.


Did this get fixed before it went live, or does this still remove the damage reduction of the aura? (not in a position to test)

1 Like

Still bugged.

About that:

Not sure it was made thoughtful enough.
Hidden Foot Knight and Ironbreaker nerf.

Foot Knight
No Guts, No Glory - 10% dr
20 lvl talent line - 15%
25% dr before,
23,5% dr now ( 1-(1-0.1)*(1-0.15)=0.235 )

FK Aura will be up to twice less effective that before for allies with high dr.
For FK personally that change is not that significant, about 1-2 dmg per heavy hit, but for IB is:

Dwarf-forged 30% dr
Impenetrable 50% dr (Ultimate ability)
80% dr before
65% dr now ( 1-(1-0.3)*(1-0.5)=0.65)

1 Like


damn that’s significant

Anyone know if the ale fix went through? Or are they still spawning inside the ammo?


When can we expect it on Xbox?


I just want you to revert Huntsman Longbow zoom to what it was . :cry: :cry: :cry:


Similar to other posters, I had a friend who finds the zoom really annoying on Huntsman bow. Would the simplest and best option not be to make Q toggle his zoom? I’d think that might be the most appeasing design for players.

Unless people like an automatic zoom. Then maybe the best option at that point becomes an option in the Options menu players can toggle and/or a slider.


I somehow find myself less and less interested in playing careers and using weapons that are tampered with on such a regular basis. Not saying anything’s wrong with that per se, it’s just an observation. This becomes especially annoying with weapons like manbow, where the back and forth with the zoom has almost become a meme. I also don’t think that the new way DR is handled and how it is a very noticable nerf to DR as a trait, and especially to IB, whose overall shtick is to be a tough sob in super-dwarven-gromril armour, is going to do the game any good. Would have been a good change to make DR stack multiplicative above 85 or 90%, since IB was nowhere near being OP, but I guess more (or be precice: less) power to anyone who apparently thought otherwise.

I’ll stick to the few carreers that remain, largely, untouched.

Why not join the Fatshark Discord