Winds Of Magic Community Blogpost

Haha, that’s kinda overkill though. 20% goes in no time with natural regen + SS.

Or you aim to hit 30 enemies every time and never have to wait on ult CD ever again :crazy_face:

I think @Haxorzist & @BizarreSalp’s point is more that the game as it is now is balanced around THP though. Even if one individually goes out of their way to not use it, combat balance is still oriented around it.

Personally I’d rather keep THP and have FS rebalance THP gains as those have been out of whack for a long time across certain careers and weapons, certain combinations of careers/weapons get almost none while others get way more than they need (like Zealot).

Saltz was truly blessed by Sigmar :rofl:

This beta has blessed some careers and it has overshadowed other ones… Ranger Veteran and Huntsman have lost every breakpoint. Legend has a much better balance.

Hey guys, I just logged in to see whats new wi… (Reads devpost above)… nevermind…nothing to see here…

i wish they change a bit how THP work, atm cata or not any career can play extremely agressive because nothing can one shot you (everybody always above 80%hp thanks to THP). Why not put a cap on that mechanic on certain career, like “you can have up to the double of your current HP as THP , minimum cap at 25 thp regardless of current HP” etc… All types of career could have all some unique TPH cap (or any other mechanic) the prupose would be to not allow all career to reach 100% healthbar through THP.

That would be a suggestion instead of only tweaking dodge related stuff and ennemies reaction time&behaviour. Also i belive less THP would push for more teamplay where a frontline role could exist and also give an incentive to use team oriented health talents/traits…

But you can get 1 shot. With no curse resistance, a single clan rat on his own can down you in 1 hit, 50 damage. Obviously more mobs stacked do less damage, but still. And CW/SV overheads can 1 shot as well.

Also zerkers, though that is technically not one shot I guess.

In legend, with a rat in solomode it could deal you even 60 damage if backstab you. So yeah get 1 shot is very simple if you have grims. Without grims is an another story, is more simple, but we know there is no Vermintide without that heretic books.

I’m thinking the problem is more that THP is so abundant that there’s usually no real downside on relying on it. It pretty much culminates on Zealot who can fill his bar up with THP and not gain the supposed disadvantage of being on low health to counteract his strength. Limiting the amount of THP that can be gained would clearly affect that, even if I don’t think it’d be the perfect solution either. Maybe scaling the bleed-off of THP to how much you have, so that the more you have the faster it bleeds?

Hm, I guess that if THP got strictly limited it could (and maybe should) be coupled with another protection mechanism, so that either you only lose the THP as long as you have any, or that having any THP will give you protection from death by a single blow. Either one could be too strong on its own still, though, and could probably be limited to “light” blows (aka the same that you can block for free on WHC).

I just realise my view was biased because all my cata runs were made without grims and the recent legend game i did just reminded me of how boring and unexciting they were.

But i still think they should nerf THP but then it migh bring issues with grims witch are linked to items properties (%health& % curse resistence). Idk what they can do but i want some changed into these elements xd.

Don’t you guys have enough problems, now you want to mix in THP nerf into the current sh*tshow that is going to go to live with the expansion?
Really???

For me THP is an ambiguous question. If i can tell my suggestion…well i prefer the Vermintide 1 recovery health style. Random chance you could have a little quantity of permanent health. Obviosly vermintide 1 is completely a different game: less hordes, less type of special/elites and only 1 type of boss. In Vermintide 2 we have huge hordes, a lot of special/elites etc… in some cases THP is necessary, but in many cases i think it’s too much OP. I think THP is very difficult to manage. FS tried to fix it putting it with only melee killing or strike, but for me has become unbalanced.

I’m guessing everyone commenting here is legend+. You have to keep in mind that people currently struggle with even Champion runs. Nerfs to THP would have to be staggered across difficulties. I know people during the beta suggested a hardcore mode, with no THP. Would be nice to get a deed rework where we can just toggle settings on and off. Turn off talents or THP, or both like back to basics without the hero power nerf.

there are classes that already have a hard time generating THP and they appear to do just fine to me, considering those classes don’t appear too much less than the really stupid OP THP classes.

I’m for the complete removal of THP and a rebalancing of existing mechanics to give players a better way of managing their HP than simply windmilling around a horde like a moon-mad-monkey. Even something as simple as HealPot Share extends to all players no matter the distance would be a start.

Even something as underpowered as Kruber S&Shield bashing a horde you’ve walloped into a heap can give you immense THP and make you virtually unkillable in a horde. Of course anything else comes along and S&S is up against it - but as an example of how THP is broken, it’s pretty solid. I didn’t even mention A&F which in the hands of any class is a massive burst of THP.

[edit] one of the finest bits of VT1 was nursing yourself to the next healing, altering your playstyle depending upon your Health level to make sure you didn’t get downed. Most classes when I’m on low health I’m hoping for a horde or even a patrol to get a massive injection of THP depending upon the talents. The subtle depth added to the gameplay when you’re below 1/4 health in VT1 is completely missing from VT2. I really hope that once the entire rebalance of the WoM gets eventually fixed (somepoint spring 2020) that things like this can be addressed. Also Crafting, Deed Rework, Lohners Second Hand Skin Shop, Rerolling, Properties Rebalancing… slips into coma

Is there any chance Xbox gets this before 2020?

Imho tHp is ok… as the Zealot that gains the bonus anyway.

Just curious if I missed any notes about a potential release date for consoles amongst the (almost) 300 replies?

You didn’t. It’s not on the agenda for now. They want to get the PC version up and off the ground first. I’ll have to see if I can find the quote.

Edit:

Wow, the solo-super-duper-hardcore player, which are whining here and getting very abusive before the dlc even launches are making me laugh, thanks! :joy:

It just shows me that you cannot give the developers a positive or helpful criticism. On the other hand it shows us all that you guys hate teamplaying with others, but listen: this game should be a teamplaying game!!! “STAY TOGETHER OR DIE ALONE” as the game tells you very often in the loading screens.

A short fact of my life:
I very often play this game with my gf and my bf, somteimes we are playing with one more premate of ours and we all love to play in team, watch out for each other and staying together, like we would in real life too in such a horrible situation :smiley:
But if we start to play with (a) random guy(s), they just rush forward (most of them, and that is the truth), to get the “best stats” at the end, cannot think about teamplay or take a few seconds to admire the details and funny moments in the game. Honestly this playing style is stressing me and I know it is stressing many other players.
Sure everyone can play like that (I have done it too, to check out if I can do it, and jeahh it was pretty easy) and have the best stats at the end of a game, but that is not fun, it is stress and it is stripping away the joy of the game! I think that was never the intend of the developers.

Before talking tooo much around I come straight to the point:
Anti-Teamplayer, which could get pretty good in the fewest time until now and love to show others how incredible good they can do on their own, far ahead of the rest of their team, will die in vain from now on.
Honestly, one of the best changes you could have done to this game! Amazing! Thank you!
Forcing players to play closer together, and learn to teamplay, is exactly what this game needed since the “rushing-having-little-ego-no-teamplay-and-taking-everything-personally-players” started to grow and devil the other players until they copied their “misserable ego- playstyle” and started to become exactly the same restless and stressed people… terrible!

You are on the perfect way, and by telling us that you guys working day and night on problems like this, is showing me that you are the perfect developers for the best warhammer game on the market!

Excellent work! My people and I are very proud of you!!
I hope you will continue with your great work until the end times! :upside_down_face:

Greetings :slight_smile:

While I do understand where you’re coming from, the game needs and indeed rewards a certain pacing.

Being too fast forces the game to try and punish you for it, but being too slow will throw more stuff at you and you’ll have more opportunity to scr*w up.

The new mechanic didn’t help the game’s pacing. Especially in the early iterations where you had as much damage per player in the end as a Live legend has combined, and the run took almost an hour to the “normal” 15-20 minute run (except skitter and reaper). Tbh, a run that takes more than 30 min will usually become boring.

Ofc we’ll see how this will be solved in the final release, but I’m not sure that this update won’t force something that’s not really beneficial in this aspect.

I agree with you… in part. Currently Legend isn’t a coop game, but a pvp one. Players just compete to get more green circles… and to be a tank is useless… but the new stagger system has some problems. Teamplay doesn’t mean stay every second hand in hand with your team. Gameplay itself forces to separate yourself from team: it is enough to think about the new “Banner Beast” or bosses! And anyway you haven’t always a corner to camp.

In beta half arsenal is trash. In beta if you can’t stay near three teammates you are trash… but as said, you can’t stay always together.

Or they remove/fix stagger system… or they have to change more things, like let bosses spawn only in appropriate arenas and heavily nerf the banner guy.