Winds Of Magic Community Blogpost August 9, 2019

I think thats the right thread to adress it.

I tried Huntsman yesterday and he is a joke compared to others.

For example the following talent desperately needs tweaks: “Master Huntsman”.
The idea is great but 3%? Are you serious?

With his little life pool it should be raised to minimum 10% and after a monster kill to let’s say 40%.

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I’m happy for you but I’ve been crashing a lot, as a lot of my friends have, even without mods, and without steam file validation ever finding something wrong.

With all due respect, we could’ve told you this months ago if only you guys announced what are you planning to do. I’m not sure how deep you are into the mechanics of seasons, but if you are changing certain aspects (now) based on the feedback you received from us, I’m guessing that it would have been better if you asked us about seasons and resets long before you even started working on weaves.

It’s one thing to be silent about a new possible map, weapon or skin. It’s a totally different thing when you wait for so long to present a very big and important aspect of a new game module that you spent a lot of time and effort working on.

We keep getting back to the same scenario:

FatShark: Hey, we gotta new thing that we worked on for a long time and we haven’t told you about it.
Big part of the player base: But… but… This isn’t something that we want…

Does it sound logical? (no sarcasm)

And here is a thought: Please start working on new maps, new skins and Emporium when you are done with WoM and seasons. Pick a best overall DLC that you launched (V1 and V2 included), copy that formula, apply it and be prepared to satisfy a lot of players :slight_smile:

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I don’t see how you’re balancing weapons in big group. (And the last big group/group+group+secretgroup beta produced extremely poor results, for whatever reason, mainly the communication I believe) That’s not possible. Devs can’t do it, so what other option is there ?

Obvious solution I see is getting 10 or so very active and experienced veteran players that could do the proper testing. It’s free and relatively easy solution. You could just provide them with mod tools to easily tweak the weapons, they they would work on it, submit final results, dev would check it, done.

And if there are patches like the last one… then that group should test them also, I mean, can you explain me how that patch got how out ? Because it obviously got approved by someone who is not experienced in the game at all… because every decent player would see that this is so over the top broken that it can’t be released like that.

Some newbies will now say “Hey, it is better!” but no… what they mean is “It is easier” which does not mean better, at all.

Just to show off run with basically random talents, Legend without even having the full level, just click thru it and watch few minutes, it’s absurd, it looks like I’m playing Recruit or something with max level and full power. These kind of patches are just embarrassing, it should not get released at all and it wouldn’t if there was group that would actually test it for 5 minutes, literally. :

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lol :rofl: Apparently the shade is broken and this works very well together with the changes of the last patch.

Holy christ.

nono sir, kinda everything is broken now in this patch on Legend and lower difficulties, it’s not Shade :wink: It’s just I didn’t play Shade much and I wanted to test some light weapon so I took Shade + S&D.

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Looks like… :roll_eyes:

But with other classes or weapons you won’t get such “impressive” results.

Mostly likely they are testing the ceiling and the bottom of the stagger resistance values. If we go by FS M.O. , they try to find right values by doing the least amount of work, thus they change the global stagger resistance value instead of doing it for each enemy and/or weapon.
I’d presume that we will get a new patch in the first half of the week where they will put it to the value they originally intended, around 2.2.
They only used some psychology mumbo jumbo to let us experience both ends of the spectrum and then settle easier to a middle ground. It was the same when the dodge window was pushed to 3 second and everyone said it’s too easy and then everyone settled on 1,5 as a good value.
Don’t let be fooled by this method. :smiley:

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Yes, I get what you mean. I’ve wondered if this is why in the initial beta the stagger bonus was so high, along with enemy health. Clan Rats with 54 HP on Legend and stagger damage bonus up to 200% lol . . .

Reminds me of how old sitcom writers used to sneak in their most controversial material; surround it with even MORE controversial stuff, the censors would balk at that, and when it was taken out the original joke they wanted in slipped through.

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O.o, the enemies in that video make the cata rats look like Sigmar Heldenhammer himself

Makes me wonder how it is on recruit, if it turns into a game of golf using heretics as golfballs

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Glad to hear it!

We will be looking into how we can make weaves even better for next season

We do, keep sharing!

Unfortunate to hear this time it is not going so well for ya, we get a lot of data on this and from that we can see this has been one of the more stable releases. We are looking to patch in fixes as we find and fix them.

This is not a beta thing, but that doesn’t mean we will not be looking at the balance of what is spawning and make adjustments

At times it might feel like we are not listening, we are, there are not a lot of us and we do what we can with the time that we have :slightly_smiling_face:

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That is prolly how Recruit should look like :smile: too hook more newbies on rat slaying.

I got similarly comical result with other classes also. It’s again about global change of major mechanic.

lol

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Unfortunately I can confirm this. :neutral_face:

Mercenary has not reached 35 yet.

2handed Sword was pain in the ass. Really difficult on Champion if you try to buff your group with some full swing. The slow attack speed opens many chances to interrupt and damage you, especially beastmen are faster than others.

Sword and mace in comparison was cheesy. Faster attacks makes your life a lot easier and you cut through butter. Staggering works also easier because your first attack counts as one. (Talent) :roll_eyes:

I think heavy weapons need an advantage, but currently I can see nothing here. Furthermore the range advantage is not helpful as it should be.

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On a somewhat pressing note, if you could revise your copy about the grind needed for WoM before the end of the season (like this week). It currently mostly blocks my group from playing together (as we can’t switch character without being useless)
Same problem online, it becomes increasingly hard to find people for weaves as you progress and then you can have a single character with a single weapon mostly.
Since you can’t farm weaves you’ve already done to generate aether, you’re forced to bring a lvl 1 for a legend weaves and it does not goes well.

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@fs-bigras This is not a balance matter for me. It’s the fact that having beastmen on maps where they had no reason (storywise) to be there feels like a retcon and it’s the main reason why i’ll not buy the dlc.
The story aspect had always been a huge thing in vermintide, even the alliance between the skaven and the rotblood happened in a DLC. This is not a full chaos army, it’s a specific tribe of northmen with no beastmen in it laying waste to a part of the Reikland with the help of a skaven clan (a minor one) and a secret human nurgle cult. I think that the new map does a fantastic job of introducing us to the new faction, with a quest on beastmen turf, but story wise, it is no reason to introduce them to the old maps. I’m ok with having them on weaves, as that’s a sort of magically distorted reality, but on the old maps? No.
As a side note, it’ll be nice to have the old oleysa’s post mission chats back. I see the trigger is still, there, floating in the air where she used to stay, but if you go to where she is she’ll just talk about weaves.

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But, so you would want to get new faction of enemies and than limit them to one map ? That wouldn’t make sense.

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No, you don’t. And this is perfectly proven by the release of update 2.0 and WoM in almost identical state as in beta testing, despite collecting a TON of feedback from testers. Stop talking bullshits!

That’s exactly what I want. Story and immersion are paramount for me. I think the weave system and future maps are locations enough for them. Or maybe have them on cata only?

Basically, I like to be able to play the story how it used to be. If that’s an option (difficulties lower than cata, a tick when you launch the map anything) it’ll be ok for me.

I like to play VT1 from time to time, for fun, for the story. I would not play it if it had chaos in it (as it wouldn’t make sense. same reasoning applies to beastmen in old VT2 maps)

TL:DR i get that they are the new faction and i’m excited about that, but i’ll not sacrifice immersion for it. I want an option not to have them, or just keep them to new maps (if fitting) and weaves

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I fear that that is not how majority of people feel. I would not vote for dropping whole new faction that brings a lot of diversity into the game, from nearly all maps because it doesn’t perfectly fit the lore.

This would prolly start getting complicated because than people would be like “disable them, skaven and chaos are easier to fight” etc.

But I’ve heard that if you don’t have DLC you won’t see them. Not sure if it’s true.

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Honestly it does fit the lore.

While I get your point, beastmen are pretty abundant in the forests of the empire, it’d be like bandits turning up in certain missions, it’s believable. Take Empire in Flames, there’s a forest near the end, it’s not hard to picture beastmen coming from there.

In fact there’s probably way more beastmen than bandits within the borders of the empire.

If they ever add new enemies to the skaven and chaos rosters it’d be much the same. The reason they aren’t there in the first place is that FS haven’t added them yet, not that they wouldn’t be there in the lore.

The only places I wouldn’t expect them to be are Into the Nest, The War Camp and the Skittergate/Norsca (places where they already aren’t meant to spawn), as beastmen don’t exactly like ‘civilization’ and either of the other two chaos factions. In fact, they resent the norscans/humans for being more favoured by chaos (as chaos likes corrupting them and beastmen are already corrupt). They’ll fight alongside them sure, but that’s about it.

You could make the argument for not having beastmen in Hunger in the Dark (it’s a bit of a stretch imo that they’d be up in the mountains there and care about skaven/norscan experiments on trolls) but other than that they’re opportunists when it comes to looting and what’s left of Helmgart is basically a buffet.

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