Hello all. I recently returned to Vermintide 2 after seeing the DLC for it. I played for awhile. While I do appreciate some of the changes, I still think Fatshark could do better. I shared my thoughts with Twitch Streamers, and the Discord. I think it has been discussed enough to give a start towards new content and changes (in the future)
I will first get you caught up. A lot of people (both in the Twitch community, and in the reviews) feel that 2 maps and cosmetics was not enough to make a DLC. People wanted actual new weapons, and a class. Personally me, I want a change to the existing weapons, and classes. I believe both can be accomplished though
One of the problems with weapons right now, is a lack of Armor Piercing weapons for the melee side. I am aware that you can Power Strike but, there are times when you do not have the room to do so. Also classes like Mercenary are not at 100% efficiency. It was designed with Horde clearing in mind but, all it takes is 1 shield, or 1 armored unit to interrupt you in a Horde. You have to stop what you are doing, and try to hit said enemy in the head or power strike it
My suggestion is change the mechanics to armor both for weapons and classes. Let us say in this example that a Chaos Warrior has an Armor Rating of 8. The Kruber Warhammer could have an Armor Piercing value of 10. This means the weapon will pierce, and do bonus damage versus armor. That is just an example. Of course other weapons would get a value
The current Armor Piercing tag could be removed for Damage over Time or something. The Armor Piercing Value will be displayed in the weapon pop up panel thing
As for the classes, I think they could receive an Armor Rating system. It would have to work differently than the enemies for balance purposes. It seems like at times that everyone takes equal damage (assuming same damage resistance). I would like to see a difference in classes
Example: Foot Knight can get an Armor Rating of 8, and Iron Breaker 10. This means before damage resistance is applied, Foot Knight can shrug off quite a bit of damage from melee weapons. This does not apply to Gunners or anything else. Damage Resistance would apply after the Armor is calculated
This would make classes feel like they have more of a purpose, and give them a unique place in the game
Now that I have explained that mess, I can move on to talking about the New Class. People wanted a new Caster. I think the game has the room for a Support class. So I decided to merge the two. I looked in to Warhammer lore, and found the Grail Knight of Bretonia. Kruber is of the Empire so it would add a new “faction” to the game
Grail Knight would be the starting Class. I am not sure on all Talents yet but, I worked out the Passives. I think the game could use a Class Capable of Sustained Damage. Shade is Great for dropping Bosses but, it does require you being behind the enemy. The Grail Knight will be the opposite of the Shade. It will do High Damage face to face
For the Passive Ability, it will get “In Service of the Lady” the Grail Knight will self ressurect as long as as allies are alive. Meaning you don’t have to rescue him. He will appear near an Ally. Revive time will be much longer than normal though. For the Career Skill, it will be “Valor”. Valor grants +20% Power to you. you can’t be Disabled, or Interrupted during this time
For the 2 skull things… 1 would be “Purity” +40% Curse Resistance. The other would be “Blessed Sword”. All attacks ignore armor and shields
For the level 5 Talent, I was thinking you could choose to call upon the legendary regeneration of the Grail Knights (as one of the options). You can’t use healing items, heal bonuses, or potions. I did a Google Search. Apparently Mercenary with Battle Scars, and Natural Bond, will do a full regeneration in 2 mins and 10 seconds. I don’t know how accurate this is but, for example purposes… Grail Knight will regenerate to full in 1 minute and 30 seconds
2nd Career will be Hermit Knight. The Hermit Knight will be a Caster Support type. I am still working on it but, the idea is that it will bring Holy Relics to battle. The Career skill will call upon a Relic of your choosing. The Talents will be different. Instead of the Career skill Talent being level 30 like all other classes, Hermit Knight will get it at level 5. This will allow the Hermit Knight to be “mod-able” with its Career Skill. It will get a choice of 3 effects. I am thinking one could cause allies to have increased Armor Rating (if the above mechanics are applied)
3rd Career will be Black Grail Knight. People were asking for Cursed Weapons with their own unique Traits… Having both a negative and positive effect. This Career will be a specialist in Cursed Weapons, and unlike the Grail Knight, will be much more of a “Leeroy Jenkins”
Passive Ability will be “Curse of Mousillon”. A Black Grail Knight’s health, is Temporary Health. All cursed health is converted to Temporary Health. Can not use potions, healing items, or be effected by Heal bonuses. Career Skill will be “No Retreat!” increase the Temporary Health Gain from Strikes. If you die while “No Retreat!” is active, you will self ressurect, with a lower cool down (than Grail Knight)
1st Skull will be “Cursed Weapon”. Gain 2 Temporary Health each Strike. 2nd Skull will be “Embrace the Curse” Cursed Weapon health degeneration, becomes health regeneration
As for the Weapons… This was thought of with the change to Armor, and based on lore. Grail Knights only ever used a 2H Sword, and a 1H and Shield. The 2H Sword in the art work does not look as nearly as long as the Empire 2 handers. This leads me to believe it is a variation of the “B Sword”. Using B because it is a curse word. “B Swords” were longer than some Longswords but, shorter than a Claymore (about 44 inches). The 1H swords are long which leads me to believe that it is a Longsword
So the Grail Knight get the Longsword and Shield, or the “B Sword”. Longsword and Shield has the longest reach of the 1H Weapons (shorter than a 2H though). It will get Versatile, High Damage, Powerful Block. The 2H will get Versatile, High Damage, and Charge. Charge will be a new weapon tag. Fully Charged Power Strikes will count as a Critical Hit, at full bonus
The Hermit Knight will get the choice of Shield and Holy Relic (ability to do damage at range), or Longsword and Shield
The Black Grail Knight will get the same as Grail Knight, except that it will be the cursed version
All careers do not get a ranged weapon slot. The base 5% Crit will be +5% power instead. All weapons for the Grail Knight, do not roll Critical. This will gear it towards that Sustained Damage. Given that this will be the opposite of the Shade, there is no weapons that will attack groups. You are a Single Target attacker at all times
They will get a Relic slot in place of the Ranged weapon though (Holy Item of some sort). Think Slayer but, not a 2nd melee slot
Ok I will stop there and let everyone process this. At a later time, I will make a post of the new weapon ideas I had for the existing classes. I had some ideas for the new Charge tag. What do you think so far?