People have noticed issues with equipment stats a very long time ago. Probably even before the first DLC was released, folk had been pointing out, that loot system in the game isn’t really appealing.
And while the topic of random lootchest system has been beated to death, resurrected, and then beaten to death again, there wasn’t as much discussion in regards to equipment properties (not traits).
This is partially due to how much of it is hardcoded into the game and the risk of messing up already existing equipment, but there is stil lsome wiggle room for brainstorming. So here is my handfull of shillings on the subject.
Currently, weapon properties can be split into about 3 groups:
- “Must Have” - without these properties on your equipment you are actuvely handicapping yourself without gaining as much in return.
Examples of this: +20% Max Health, 33% Curse Resistance (when in Quickplay). - “Build-dependant” - these properties depend on what build the player is using, allowing players to tweak their equipment for their playstyle.
Examples of this: +10% Power vs X, +2 Stamina, +30% Block Cost Reduction, +5% Attack Speed. - “Bad/Useless” - these properties are too niche and don’t provide a meaningful bonus when compared to other options. The only people who are actually using them on their equipment are usually either newbies or intentionally do everything to not take the game seriously.
Examples of this: +10% Damage Reduction vs X, +30% Respawn Speed.
In my personal opinion, while the big majority of the properties themself are fine, presense of “Must Have” and “Bad” ones really hurts the gameplay, player’s freedom and the ability to have fun.
Because of that, I would like to adress these categories and make a suggestion on how to fix the current issues.
Let’s start with the “Bad”:
Respawn Speed
The core idea behind this stat is not bad - reduce the respawn timer for people when the die, allowing them to get back into the fight quicker and spend more time actually playing the game.
BUT
It is actually quite pointless, because it actually preferable to take a property that would help you avoid dying in the first place (like Curse Resistance), making Respawn Speed property a rather pointless crutch. The only theoretical use for it I can think of is for the underleveld “weakest member” of a Discord party, who knows he will die less than a minute after being picked up, but doesn’t want to stay dead from start to finish spectating teammates.
How to fix this?
Make this property more survival-focused. Change the effect fro mreducing the reswan timer to something like “damage reduction while incapacitated”. If I recall correctly, this effect dates as far back as pre-release days, because Ranger Veteran had a talent called “Curl Up”, which provided this exact stat. (We also have this effect as a Boon in Chaos Wastes)
Why would it help?
In higher difficulties, one of the common problems is dying as soon as you go down, this is one of the reasons why Barkskin is so popular in Legend and especially in Cataclysm and above - it gives you a bigger chance of getting picked up when you go down and surrounding enemies start all stomping you to death.
How should this be implemented?
This is actually somewhat simple, but requires a bit of footwork.
Because each piece of equipment in Vermintide applies a hidden buffs (with the values provided by the item properties), I wonder if it is possible to just try copying a piece of code responsible for the Boon in Chaos Wastes and replacing with it the code responsible for respawn speed buff. It would be a bit tedious, but from a quick look into the Vermintide 2 source code, I feel like even I could do it, if given enough time and freedom.
Damage Reduction vs X
This property has multiple problems.
First - the value provided is too small. 10% damage reduction is just too insignificant, when compared to 20% Max Health.
Second - it s 3 different properties with situational effects. Why would anyone run 10% damage resistance agains Skaven/Chaos/Area of Effect damage, when a versatile 20% Max Health exists, providing it’s bonus agains all 3 threats equally?
How to fix this?
There are multiple options.
№1
Stat bonuses could be massively increased, to make them more lucrative in comparison to 20% max health. But how much? 20% resistance? Max health is still more versatile. 25%? Maybe, but then people would likely just roll Max Health + Damage Reduction vs Chaos and call it a day (because Chaos covers both Rotbloods and Beastmen).
№2
If the stat bonuses provided by these properties get changed, the numerical increase could be much less ludicrous.
New stat bonuses could be Damage Reduction (flat), Dodge Distance, Stagger Power. Which would probably be VERY competitive options, granting players a lot of choice.
BUT
This is an even harder option, both because of balance and implementation.
Why would it help?
Having 3 “dead” choices in the necklace slot really hurts the build variety for people, because at the moment, there are essentially only 2 viable options. Max HP + Stamina and Max HP + Block Cost Reduction. Any other property combination is just a direct handicap on the player, making them more vulnerable. Having options to provide yourself additional safety would really help.
Especially with the option №2, as it gives players the ability to focus on different forms of safety - passive damage reduction, reactive dodging, or proactive staggering.
How should this be implemented?
And here is where we reach the biggest problems. Due to change in values, there will inevitably be some problems in regards to existing equipment, but that’s probably not that big of a deal, because vast majority of the people doesn’t use these properties. But the issue itself lies in the options themself.
Option №1 is easy, but also lazy and doesn’t solve the core problem. People will still not use Damage Reduction vs AOE, just because they don’t have to worry about it that often. And you cannot roll Damage Reduction versus both Skaven and Chaos on the same necklace, which would lead to a simple process of elemination between two evils. And Chaos would probably win.
Option №2, on the other hand, is EXTREMELY problematic when it comes to code. First off - Dodge Distance isn’t actually a single stat buff, instead consisting of dodge_range and dodge_speed, so the property would have to apply hidden buffs instead of 1. Second - this whole rework would require a LOT of lines of code to be rewritten and would be very time consuming, and on top of that, there is a chance of something not working as intended.
But, in my personal opinion, it would definitely be worth it, because in the end players would get “new toys” to paly with and a very rigid meta would be shaken up without ruining people’s favorite builds.
Revive Speed
This property is in a rather strange superposition of being both mainly useless for the majority of the people, and actually providing a good bonus that has synergy with Handmaiden and allows her to revive people instantly.
I am not sure this proprerty needs to be touched. And don’t know what to suggest here.
If anyone would like tag in with ideas, I would greatly appretiate your input.
Crit Power
While technically a very good property, which should provide a nice bonus, it currently suffers from lack of versatility, due to only relying on crit attacks and nothing else. And because of how Crit Power is coded in the game, it turns out that having Power vs X actually outperforms it damage-wise, making property efectively redundant for most of the people and builds. The only exception I can think of is Bounty Hunter, just because he has access to guaranteed crits.
How to fix this?
There are a few options I can think of.
№1
Increase the numbers. Making the max threshhold 30% instead of 20% would allow people to gain a better return on investing this into their equipment.
№2
Make it affect headshots as well. This would make it a more lucrative option for “finesse” weapons and reward skill on weapon use.
Why would it help?
Option №1 would make it less weak numbers-wise.
While the option №2 would actually make it a very competitive choice on a wide variety of weapons and careers.
How should this be implemented?
Option №1 is as simple as changing numbers in weapon_properties.lua (in properties_crit_boost, variable_multiplier should be higher and that’s it). Though, there might be problems with existing equipment afterwards.
Option №2 is harder, but probably still manageable. Instead of applying only stat_buff = “critical_strike_effectiveness” it should also apply stat_buff = “headshot_multiplier” (with related buff_tweak_data added, obviously).
Edit: When making this suggestion, I haven’t actually considered Warrior Priest and how to adress his 35% crit power talent.
Push/Block Angle
I honestly don’t know what to do with this stat. A long time ago, there was a funny build on Sienna, which allowed her to reach more than a 100% block angle, but now I haven’t heard of anyone actually running it.
That being said, I am probably just woefully unaware.
I am not sure this proprerty needs to be touched. And don’t know what to suggest here.
If anyone would like tag in with ideas, I would greatly appretiate your input.
Now, let’s get to the “Must Have” properties.
Max Health
This is the omnipresent, most powerful necklace property, which everyone runs due to it being the best possible choice in the slot. Due to how important survivability is in Vermintide (especially in higher difficulties), having more health is always a good thing, because it can mean the difference between instant death from a single hit and a chance to survive and recover afterwards. In addition to that, Max Health synergizes very well with damage reduction avaialble to many of the careers.
How to fix this?
There are two ways to go about it.
Either nerfing Max Health property, which means making the vast majority of players unhappy, because their characters would get weaker overnight. Or buffing the alternatives and making them more appealing. I would much prefer the second option, because that means less backlash and conflicts.
You can read my opining on how to buff alternatives in Damage Reduction vs X.
Curse Resistance
This is a very notorious property, which isn’t really THAT essential to play the game, but because majority of the people play Campaign and usually take books, it’s hard to justify not having Curse Resistance on your Trinket.
How to fix this?
I think the main issue with this property is actually much deeper and lies beyond just item property balance. Instead, it is probably more related to loot system in general and should be addressed separately.
Aftertought.
With all that said, I would like to hear other people’s thoughts.
Maybe someone, who knows Vermintide source code better than me could enlighten me a bit and highlight a possible mistake.
Or maybe one of my suggestions has a high risk of making things terribly worse for everyone.
(Edit: Thank you to Arthadaw for formatting advice!)