I’ve been playing Vermintide 2 now for 144h, played Vermintide 1 for 166h. I always liked how the two play styles where used in higher difficultys. In Vermintide 1 a range may take out specials which were marked and switched then back to melee. There are a few reasons I remember why this was common:
- Friendly Fire was a thing
- Ammo was a thing
- You were slower clearing waves
- Less classes were strong with ranged weapons
So, what happened with those points?
Friendly Fire:
Yes, there still is friendly fire but… no not really. Maybe a BH Ult in your head doesn’t feel so good but everything else is no threat at all. At the current state adding more friendly fire wouldn’t help as ranges are better at clearing waves.
Ammo:
Who the f* needs ammo? Neither with Bounty Hunter nor with Waywatcher someone needs ammo. They have infinite ammo and can shot at everything without even spending a single thought on their ammo. This is quite sad as you could completly remove ammo and nothing would change at all. I’m quite upset that this decision was made.
Clearing waves:
“Hey look a dwarf with a flamethrower, okay lets just wait till he cleared that wave.” - Uhm, yes that works, but doesn’t feel great for any other player, does it? Same goes for Sienna, beamstaff and waves are cleared. Why should a melee even bother to stay at the front line if he just gets some friendly fire? There is no reason. Using melee weapons is slower and only used if either Bardin or Sienna overheat. Hah, Sienna does never overheat and Bardin only does so after clearing more than one horde. It’s not intuitive and just feels like any regular wave shooter as this is was Vermintide 2 became. As it has melee wepons it should be a Wave hack and slay… er.
Class desing:
Some classes had overheat, that has been removed (there still is a bar but I think thats some kind of bug (just joking)). Some classes were stronger in melee and were used to tank by pushing waves back from their melees. Thats not usefull anymore as one of those characters now is the best wave clearer ingame and the other one… well has a long range weapon everybody uses. Specials? Well who can shoot at them - nobody, they are in your waves or far away so just use your ult which is up all the time to kill them. No need to aim or anything.
I’d really like to see a balanced game where melee is just as important as range but currently you just gave us a shooter. Okay, there is for example slayer Bardin who can jump in quickly - and dies often. Okay still handmaiden who dashs forward - and gets hit while dashing and dies often. Okay we have shade who can deal huge amounts of damage - if a boss doesn’t die instantly when playing whith a BH or Sienna. We have that 3rd Sienna (no idea what her name was) which is quite good for melee - but why use her and die when you can deal a lot of damage by using the 2nd?
So all I’m saying is, melee currently is useless and there are some points which need some tweaking. You should get less ammo (for example add the 20% per shot to get ammo back and REMOVE all other traits / skills), Bardin should overheat before he cleared one wave, Sienna should not be able to not overheat anytime and last but not least, you should be able to fend of hordes by using 4 melee characters but not using 4 ranged characters.