Ohhhh, my love
Pretty sure they stated that if a person who owns a DLC is in the lobby when QP is started the DLC maps might be picked. Not looking for source though
why is the raised level cap bad?
There is a possibility that the new level cap will also bring higher power, making the hero stronger which would consequently make the new upcoming difficulty easier, turning it into “current legend” only with a new name instead of providing a more difficult challenge.
We don’t know the details yet. If only the heros’ level cap increases, then it’ll be just a bit of grinding to bring them up to the new cap, we’ll have some extra hero power and that’s mostly that. I say mostly, because the extra hero power will make Legend a little bit easier, which is already a walk in the park for the dedicated players.
As I said, we don’t know the details yet, but if this also increases the maximum hero power on equipment, all those 300 HP gear will become “useless”, since you can’t upgrade HP on items. What will happen to Veteran items? Dunno. Will you need to get a brand new set of EVERYTHING at the new HP cap? Yup, if you wish to stay on top of your game. So there you are, suddenly having to gear up all over again. That’s nothing new to those of us who are used to this from MMOs and their expansions, but this has never happened in V2 before, so we don’t know the outcome.
And as much as I love FatShark and their games, they tend to fumble basic stuff like this and I’m afraid for them and Vermintide. I don’t want the game to lose players to something like this.
(P.S. Personally, I’ve been against levels, hero power and talent trees from the day V2 was announced, because it just introduced a whole lot of mess that had to be fixed, plus when they want to bring out new stuff, it will continue to complicate matters. Which it will, the question is, by how much?)
hadn’t really thought about it like that
Thats a good point, does this mean we can expect the base max Hero power weapons at 300 will no longer hold true? Valid concern.
I remember when Borderlands was updated with leveling beyond lvl50 necessitated higher level weapons be available, in a course of progression in sync with character level. This would of course make lvl50 weapons obsolete.
I can see this coming to Vermintide 2 but that would indeed basically make your whole arsenal obsolete. The only good thing though, consequently, is since red illusions can be applied to any weapon regardless of its instrinsic power, then this is a moot point. Its not like you would have to obtain all the reds again. You already have them but potentially just need to reacquire the max powered items and weapons. But thats just red weapons. I am a little confused how the logic would apply to trinkets and non weapon red items. Veteran items are supposedly max… so will the max power be reset? Then logically all red items should be adjusted to the New maximum. Or Fatshark breaks the convention and definition of what a veteran item is. Ie: I have a veteran sword of Power 300 but its not the new max of 400. So is it still a red item? They need to follow a convention to rebalance everything. Thats the issue.
I would assume, they have some ideas about how they would execute this without necessarily breaking conventions.
Again, not sure how this would handle current Red item max power levels or the base max Hero power of 600 of max characters today. But certainly these points are worthy of discussion.
If this makes all current reds obsolete, of which I have literally at least 2 of all of in the game including around 40 of each jewellery, then you’ve made my decision to leave the game permanently a very easy one Fatshark.
Thats a bit of an extreme reaction but what if you just need the weapon type, with the “new” max power… and just reskin it? You already have the skins. Really that does not sound too bad at all, man.
How does either burning 5 reds to make 1 or obtaining all reds naturally over again from scratch “not sound too bad”.
Well what you are suggesting is they potentially strip red items of the convention, so that means all red items (@300 power) are no longer red items (@400 power, or whatever if the case). Yes I agree, promoting all basic weapons to Red will be royally painful but thats if they break the current convention of max power. All speculation at this point.
I also realized after your comment that you need 5 red dust to upgrade whatever JoeBlow weapon or item to Red so apart from already having the skin, yes, that is a big BIG problem.
Speculation is great for producing saline and I do love to be salty.
New content looks awesome. A lot of good points are being brought up here.
I think it’s also important to consider though that the increased level cap may not affect hero power as much as people think(if at all). For example, there is no reason for Fatshark to increase the hero power limit of items just because hero level caps are being raised. If levels were raised by 5 or 10, that would only be 50 or 100 hero power(so 600 to 650/700. It would certainly make Legend and Champion easier, but I doubt it would have a really significant impact on the new difficulty to come with the expansion.
The main bit of “power” increase we’re likely going to see is in the talent(s) to come with the expansion; moreso than any hero power. We don’t know if it’s more than one talent per career. We also don’t know how many levels the cap is being raised. We also don’t know what kind of talent(s) are being added. There just isn’t enough information available to us for us to really be raising any ruckus.
It’d probably be better to wait to see more information before worrying about anything. I’m happy with the approach they’re taking for this expansion. Just adding maps can get boring fast and it isn’t a good way to keep players around because they play it for a bit and then tire out on the new maps. I like new maps, but throwing content like this in is definitely a more powerful approach to improving the game and generating interest/players/income. I really hope the new weapons are new and awesome, even functioning in unique ways.
What are people’s speculations and hopes for the new weapons? It’s reasonable to assume they will be a bit more unique than the Ubersreik weapons, since it is a bigger update overall.
Personally, I’m hoping for a “bleed” weapon for Saltzpyre - maybe a spiked mace or billhook or something. Currently the only weapons which use that mechanic are dual daggers, and sword/dagger. And I feel like a slower, more damaging bleeding weapon would fit Saltzpyre thematically, being the sadist we all know and love.
Grenade-launching blunderbuss for Kruber. It gets brought up a lot, especially since it has was in the game files for the first game. It would be a lot of fun, but probsbly be locked out of the Huntsman career. (fine by me, since Huntsmanalready gets a unique ranged)
I really have no idea for Kerillian weapon, maybe a starfire bow? She does feel a bit lacking in ranged options, imo. Dunno what niche that could fill that hagbane doesn’t.
I’m hoping for a new Sienna staff. There’s a lot of room for creativity here, but actually implimenting them is a different story. Maybe a firestorm which summons a vortex, moving forward slowly and displacing enemies? I think that would be fun. More fire-focused melee weapons are always an option.
And throwing axes for Bardin ofc. Short range, armor piercing. Maybe a retrieval mechanic?
claws would be sweet
I still wanna know if the beastmen will be added to the base game or only stuck in the new game mode. According to that article, it takes maps from the current map list and uses a part of that map with a quest attached to it. Is this the only place we will see the beast man?
My guess is that we’re gonna see the Beastmen in the normal gamemode as well. Since their skeleton structure should be fairly similar to the Chaos, I don’t really see an issue in adapting the Beastmen into the current map spawn-points, unlike Ratmen with their unique holes and stuff.
But it would be nice to have an official confirmation, just to be sure and clear.
Beasmen will surely only be on the DLC maps, as they are there to defend the herdstone within the Reikland Forest. There is simply no need for them to go roaming into Ubersreik or Bogenhafen and they only appear when the meteor hit. It doesn’t make sense in the lore (or business sence) for them to suddenly be rampaging around all over the place.
Yes and no. Let me explain: If you look at the few images that we have, you will see that they are the maps that we already have, but reedited, so we do not need to go to Reikland to fight against the Beastmen. Apparently the maps have been affected with some kind of meteorite (Morrslieb perhaps), which may “attract” the Beastmen.
Conclusion: We may only be able to fight the Beastmen on the DLC maps.
Can you imagine the backlash though if they allowed people without the DLC to enjoy the new Beastmen in Ussingen?
Considering people who paid for Bogenhafen got stiffed when people who didn’t buy it got EVERYTHING except the loot boxes, I suppose FS will make sure quite a lot of it is DLC exclusive.
However
They do have a track record of making DLC surprisingly accessible for those without it. Making Talents part of a DLC only is going to be something like P2W? > Community has a Khorne Berzerk Rage. Making anyone who doesn’t have the DLC have access to new talents? > People who pay have Frothing Anger. Paying roughly £12 (half the cost of the original game) really really needs to provide tangible different content ONLY for those who have the DLC. Not just new weapon glows, not Beatmen available to all and sundry and not just 3 new maps available to everyone who is part of a QP with someone who has it.
Surely new weapon types, new difficulty, new adventure mode, new talents will be available to all as a patch to prevent dividing the community; This leaves New Maps and new faction for DLC owners.
Therefore to justify the price being half the cost of the base game , there should be half the amount of maps as the original game at launch (13 + Prologue) so lets say SIX maps with the Beastmen faction for 12 quid, and judging by the history of allowing non-DLC people to play DLC through QP then I’m not convinced there is effective value for money there.