Veteran's Voice of Command is a Broken Ability That Hurts The Game

IMO it’s a terrible, if not impossible, idea to just make this game Vermintide in space. Numerous guns have so much ammo and full auto that it will never work. Vermintide 2 can stand on its own as is, smaller tweaks here and there and then adding the big guns to difficulty like twitch mode and allowing players to pick maps and modifiers freely would go much further here.

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On point.

It’s so much of an annoyance that I’ve developped a habit to always have my ranged weapon reloaded. Either instantly after I’ve used it or when I have to put it away mid fight, I make sure to swap to it asap and reload.

Or you know, just use a build that doesn’t run ES.

My tinfoil-hat theory is that FS removed instant reload because of two reasons.

  1. Everyone used it and they deemed it to be too good. 30 rounds of boltgun were insanely strong, let’s not kid ourselves here and they would be really damn strong today too. I’d like to see it make a return still with a few restrictions.
    F.e: the instant reload should only be gained upon the first activation of any ES chain. If ES is currently active, pressing the ability button will not instantly reload your gun a 2nd time.
    It should however have an inherent 33%+ reload speed baked into it.

  2. they needed to give gunlugger something Unique and the only way to make it unique, was to remove it from Vet.

There’s also the aspect that an instant reload ability limits design space for weapon balance.
Being allowed to skip a single reload every 70 seconds on an LMG is much less impactful than skipping a reload on a weapon with limited mag capacity, every 25sec (or less), which fires rocket propelled mini nukes with perfect precision.

I have the feeling that if they were going to add the instant reload back into ES, it wouldn’t be a 25sec ability anymore. Or maybe, the inverse is true; they wanted it to be a 25sec ability and the instant reload would be too good for that CD.

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This needs to happen.

Agreed, said this a while ago. The game isn’t “broken” as it stands. Sure, some things are a bit overtuned in some way or another, but I would argue that most of the time, it’s tolerable. I’d much rather have more content than more balance passes. Balance passes keep devs away from making content.

Like when people ask for smite to be completely removed - agreed.

I think you’re on the right track here. I think someone earlier said increase damage reduction. I think this is a good idea coupled with instant toughness regeneration for X amount of seconds. This way, you’re limited to your regeneration speed, but also capped out at max toughness. What about granting members in coherency immunity to suppression/stuns? Not suggesting all these changes be lumped together, just throwing ideas out there.

It’d be interesting if they could remove the infiltrate ability to keep it central and unique to the zealot and actually get a grenade combat ability for the veteran. It seems to be that’d be more iconic to his build/loadout.

I respect your opinion, but I disagree

Boltgun, IAG, BAG, Recon Lasgun, Revolver… all weapons that decisely are not weaker than Plasma. Just different niches

Plus 99% of times I play as Veteran, I use Exe Stance, so not even I’m worried for my “favourite toy”

I wonder how the “smite is a fun way top play”/“VoC isn’t OP”/“Just let us play the way we want” crowd feels about stealth knife zealots speed running.

They’re also playing the game they want to. But I remember a lot of the lemme play how I want people yapping for months on no end about "stealth knife zealots ruining the game…

Funny how that works.

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I only disagree bc those whom are fighting hard in Auric can still get downed by the hordes especially Rager, Mauler and Crusher waves. The knockback and golden toughness only helps catch a breath when things get tough or caught off guard

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In theory, toning down a very popular and common OP ability could also come with a slight toning down of extra spicy double-stuffed waves of enemies and there would be a bit normalization across the board.

You could argue that this was already done already with the vet ammo nerf and subsequent (late) ammo drop increase on the maps. It’s the chewing gum and month(s) later walking part that irks me.

Theoretically… it might be wishful thinking here and it may be too late to put Pandora back in the genie’s bottle.

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Yeah, I remember the joyous days of dumping 30 bolt rounds into Crushers at point blank; was a real rush of fun to obliterate stuff. Fatshark made quite the mistake with the bolter; plenty of precedent in 40k for 2-3 round burst variants for humans but they had to go with full auto. It is very easy for me to say they made a mistake 2 years on from release, I know, but still.

One option might be to add/change a node related to replenishing ammunition for the left-hand side of the tree. The Weapon Specialist node Always Prepared does replenish 3.3% in the magazine on activating Ranged Specialist, so there is limited precedent for it. If the node reloaded your weapon on a percentile over time whilst it is not being used, that would at least give you some firepower. How much and over how long would be for people who can work that stuff out to sort.

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VoC is fine to my eyes, and has already been through a nerf cycle.

It’s increasingly weird how once the game finally feels like its in a good spot, overall complete and comfortable for the majority of the playerbase, we see a handful of (largely the same) players suddenly think half the weapons and abilities are overpowered and in dire need of nerfs.

Outside the people playing this game as a job, seemingly solo queueing typically, most of these issues don’t really appear to be problems for the bulk of the playerbase. Its not hard to find runs on Heresy and Malice where teams of 30s with VoC, Smite, Revolvers, PGs, and Rapiers wipe, and the overwhelmingly vast majority of the playerbase isnt capable of clearing an Auric Maelstrom run even with every power build and weapon on their side, much less doing so trivially. As such, its hard to see where a pressing need to nerf anything is originating.

We dont have anything quite like original Assail, where a lvl 7 psyker could literally LMB click their way through a map without ever switching to a real weapon up through Malice and leave teammates sitting on their butts never getting to engage a non-Ogryn/Boss target.

That was the last time I felt strongly about nerfing anything, as it completely deflated lower level play for basically everyone. For the higher level difficulties currently, most people aren’t capable at that level regardless, and for the ultra elite people who play this game as a job, there remain plenty of tools for difficultly.

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and whole community is on a big placebo thinking the class is super strong because of this one overpowered caveat that shouldn’t even be a thing in the first place

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Even the base cooldown of 30s is laughably low. I’d agree that cooldown is the major problem, though.

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It’s really weird how you have to try to denigrate people who want a better balanced experience overall as ‘playing the game like a job’ because I guess otherwise people are incapable of doing well in aurics?

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The ability itself is fine, and I certainly appreciate the insurance golden toughness provides when a poxburster silently waddles up to the squad from behind. It’s the low cooldown and CDR talents that Vet gets which make it too spammable that are the issue.

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Potentially give it the ammo aura/zealot CDR treatment and give it a proc cooldown.

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i’ve seen countless veterans on the highest difficulty, but i’ve rarely seen players who can take down crushers or ragers using dodge or block. most of the time, they just activate their voc and clear them out with a bolter or PS. i wonder how many players can dodge backward while avoiding a rager’s attacks and shoot them down at the same time. without OP or voc, there are plenty of players on the highest difficulty who can’t even survive against just a few crushers.

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I’m not denigrating anyone, I’m pointing out that the people who feel the game is too easy are, by and large, a tiny unrepresentative proportion of the playerbase. In my experience, and from the general statements of most such players on these boards, people playing Auric Maelstrom as their typical go-to and find it trivially easy are people with 4 digits worth of hours invested in the title and/or are playing 10+ hours a week, which is at least a part-time job.

If you find Auric Maelstrom trivially easy with just a few dozen or even just a couple hundred hours in the game, you’d be the first I’ve ever met. The overwhelming vast majority of the playerbase just isn’t that good and find even Malice and Heresy plenty of challenge even with meta builds and weapons.

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I hated that change for survivalist but here, it might make sense to do that.

This. I’ve mentioned this before, but my boyfriend said to me something along the lines of “You do realise that as a Damnation main that you’re probably in the top 20% or so of Darktide’s playerbase, right?” and that’s really stuck with me.

It’s so frustrating watching players from the top, like, 1% of Darktide’s playerbase (people who can solo Auric Damnation) look down their noses at casual players. They always delude themselves into thinking that the game’s “horribly unbalanced” because Malice doesn’t feel like Auric Damnation or something.

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of course, skill improves with time spent, but you can’t simply measure skill level by playtime alone. for example, if someone only plays with meta builds versus someone who plays with non-meta builds, it’s obvious who will improve faster even with the same amount of playtime. i’m the kind of player who enjoys getting better, so luckily, i’ve rarely relied on OP weapons. as a result, i’ve gotten to the point where i can handle a horde of ragers with just a catachan sword without taking damage, and even survive as the last player standing when the rest of the team is down. if i had always relied on the bolter or power sword, i wouldn’t have gotten to this point.

ok, fatshark overtuned it. and the real problem is that once you have given the players a tool that turns to be too powerful and try to adjust it, they’ll cry nerf and murder and leave. because gold toughness makes for such entertaining gameplay i guess.

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