WoM Community Poll

Looking at the playtime the tendency is newer players → positive review and older players → negative review. Definitely not 100%, but that’s the leaning I get from looking at them.

I’m told they build great, proud pillars of it atop their conquests for all to bear witness to their filth.

Hello, thank you for taking the time to make this poll and get our feedback!

I don’t know if this is due to the new stagger mechanic or if it’s something else, but it feels like the cleave on melee attacks is very bad to the point that you’re bound to take a lot of hits when fighting hordes or even small packs of enemies even when dodging, pushing, and procing Swift Slaying. I understand wanting to change up how the game plays to keep things fresh, but at the moment my first impression is that melee fights feel very messy to manage now and that the new system gives the enemies too many opportunities to get hits in. Of course, this is only based on my first couple days with the new patch but I have to be honest in expressing how the melee feels very unwieldy and is making my enjoyment of WoM less than ideal.

feedback I can give at this time, enemies behind no time to react, if rat gets behind you, you’re gonna take a hit, team work significantly more crucial, thp generation problematic especially for thp on cleave seems to be generating 90% less than it used to

certain talents don’t seem to work at all, bardin’s increased reload on hitting multiple enemies comes to mind, need to hit 35 on my characters to test the 35 talents, enemies feel far beefier

No, people not overreacting. This is simple reaction for changes in combat that almost no one like. There was a lot of feedback on this matter, but as you can see FS did not take it into account at all, forcing their “brilliant” ideas as the only and best. The effect of ignoring the voice of the community and many of really good and smart feedback is what you see.

The second thing is the content of the overpiced DLC (yes DLC, because WoM it is no expansion)
What we got is one<!> map, new weapons, beastmen and a new game mode, which no one asked for and has the opinion of boring and grindy. Oh, I forgot about cataclysm difficulty hided behind DLC (LOL), with no dedicated rewards LOL(yes, after finish map on cata you earn box from legendary) All this features only for ~ 17€
For comparison, BtU offers three great maps, new weapons and a hidden challenge level. Regular price for this is 4€<?>
Like you see lack of one content (maps) is repleaced by, good lookin but badly done, weaves and beastmen (they are ok).
People are not stupid and see how little they get at a fairly high price.

And all you had to do was listen to the community. Approach matter-of-factly and improve the deed system, improve crafting, give some new maps, weapons and cosmetics, give new talents, give Genevieve for @SmokerT69 :stuck_out_tongue: DO NOT TOUCH THE FIGHT MECHANICS WITHOUT REALLY GOOD THINKING. Thats all.
CHANGES FOR CHANGES HAVE NEVER BE GOOD.

I think more of a pine scent, turning to tar when you “accidentally” burn them.

But yeah, I understand putting the expansion content out at once obviously, but spreading the amount of changes 2.0 had out to two or three weeks, in a similar amount of installments, could ease the reception by giving people time to get used to each of the changes on their own. In this case, for example first rolling out the dodge changes and weapon tweaks, then the Stagger mechanics and enemy changes, and last the Talent shift (and the remaster), with a week between the updates. This would have allowed adjustment time, not mix the changes that much with each other, and allow additional tweaking of each part alone. Yes, I know a Talent row is intricately linked with the stagger system, but the system works without them (as is evidenced by the 7% Power Talent). That’s why the Talents were last.

They could even be pretty completely open with this from the start: “For the next few weeks, we’re rolling up big changes to change the game to it’s new version. You’ll have time to react and to give feedback. We’ll start with [whatever]; here are the first patch notes.”

See, this is the part that is a complete joke. It really seems like Fatshark either doesn’t care about feedback, or doesn’t have competent enough project management to know how to make adjustments based on feedback. There are almost never any meaningful changes between their beta and release versions.

I dunno mate. Going from the first initial beta a couple weeks ago to this. There has been massive changes to nearly everything, including completely changing how some talents work based on our feedback. The first stagger build to even the Experimental beta to this beta has seen huge changes.

People were upset with the THP changes and stagger, patches note today show it’s been tweaked. I’m a bit salty myself with some of the changes, but they are trying to make this work. You can always hold out on getting the expansion until it’s in a state that you can justify buying.

I should’ve guessed someone would pick on that one.

The point is, all the changes coming in at once overwhelms us as players and FS’s efforts to balance everything. Part of the reason for the massive backlash is that in the update alone (that is, disregarding actual WoM content) we got three huge changes: Overall change to dodging (which makes the game clearly harder for many, and changes it still for the rest), the Stagger mechanic (which is complex, but in my opinion simpler than it seems from all the explanations, and again changes the game by a huge amount) and finally, the Talent overhaul (yes, another complete gamechanger). Each of them alone would’ve caused resistance, and needed adjustments. As they all came in at once, that resistance multiplied. Add everything new brought in by WoM proper, and it gets multiplied again. We’ve had no time to get used to any of the changes yet, and we have a hard time getting used to them alone as they aren’t there alone. As we try to separate one issue from the next while still getting used to any and all of the changes, getting good feedback gets even harder and takes longer.

FS does read the feedback and they do react to it. Not all reactions are what you’d like or as big as you’d like, but implementing them all also takes work, often quite a lot. Heck, it’s been three days since the update and there’s a patch out, addressing both two major concerns of the community and a bunch of bugs.

I disagree. Sometimes FS does, sometimes they don’t, they’re hugely inconsistent like that. The best example is talents, there were huge discussion threads and even poll threads covering every single talent for every career for each character, not one flawed design decision was addressed (Ricochet, Just Reward, Drakki Wrath, Dawi-Drop, Cloak of Mist, Ready for Action, Burning Dregs, power on 0 ammo, others).

They tweaked a duration here and there, and gave back THP on ult as an option to Sienna pyromancer (but bafflingly kept vent on ult which fulfills the same niche, and got rid of a cool talent that made the ult fire two skulls instead of one (it competed with the ult CDR on crit yes but that one falls into the always-max-Crit problem that exists in the meta)), but the rest was ignored, even in the many cases where people were unhappy with most or all of the options in a talent tier. Even the availability (or, most of the time, lack thereof) of certain THP and stagger talents (namely HS/crit ones but also the team damage buffing ones) to careers on which they would make sense wasn’t addressed.

Then there’s them deciding to up the grind in weaves and ditching cata loot chests, going in the opposite direction of what was wanted.

Meanwhile THP only came up in a blogpost thread and out of the blue they decide to overnerf THP on cleave without addressing any of the underlying issues people mentioned (imbalance between careers/weapons, THP on kill now being even better again due to the higher HP pools on Legend and Cataclysm), or that the current VT2 game balance is oriented around THP being readily available unlike VT1. Luckily they’ve gone back on that but that doesn’t change the fact they ignored the underlying problems.

It looks like this is because different people are responsible for different aspects of the same problem and there is nobody to oversee/coordinate what different changes bring to the whole.
But if someone has a better explanation, please go ahead.

Edit: Like the death of the wigglemancer. EVERY aspect of the problem was changed even tho only one or 2 would have been enough to balance it.

Got to say, the new patch feels great so far. I’ll keep testing a bit more. Will be interesting to see the poll at the end of the beta and this one.

Yeah, but I can’t hold out on getting 2.0, and that’s the part I really don’t want. The actual expansion content seems fine to me, though a bit underwhelming.

Same I feel cheated because they throwed this buggy mess into live

Well it’s always been like that, after every big update :smiley: not saying it’s a good thing, just got used :stuck_out_tongue:

Understandable. Have you tried the new patch that came out today? I must say, it’s a step in the right direction.

I guess I’ll leave my feedback here, this update (2.0.0 one) finally pushed me enough to want my opinion be out in the open.

TL:DR : I’m quite disappointed in the execution of the idea which I was impartial to on paper.

I’ll preface this with saying I know 2.0.3 deals with enemies being too resistant to staggers and I played long enough to understand that this will allow to control combat flow more. However it doesn’t address rest of issues I have with the changes.

As of the changes dodge did get needed nerfs at the same time also being affected by stagger mechanic changes applied to the game. Now nerfs alone is good, but with stagger mechanic came HP buffs to enemies, which in turn is indirect nerf to dodge again.

Now I like IDEA of stagger mechanic, rather than it’s implementation. I do think dodge has been shafted too much by making stagger mechanic be more a requirement rather than alternative.

Regarding why I do think so comes from my other main gripe with changes, which stems from this statement: Screenshot_20190809-161330|690x265

Now ok, sure more power means you should buff enemies on legend and champion a bit. I have no issue with Cataclysm changes since it’s a new thing and is meant to please people who want it (I don’t, I had very pleasant legend experience as is). However given time people do test things and hp buffs results from those tests came to be something like this :

I want to call bull**** on 10% increase when on Legend slave rats go from 7.5hp to 13.25 or clan rat hp increase of about 80% .

The HP change execution compared to idea is honestly disappointing. And it does affect feel of the game.

When people complain that the game is way harder now they’re not understate it because it actually is. The majority of enemies have 8 to 3 more times more of go buff than it is stated in the patchnotes. And those are the most common enemies.

Slaves and fanatics are most common enemies on the field and they got 70% and 40% give or take a percent buff to their HP and this is honestly NOT ok at all.

The patches already go into the wrong direction!!!

My pov: Legend, lvl 35. patch 2.0.3, played several games on Legend with ans w/o beastmen present.

As the beastmen appear right now, it looks like a poor design. Q “How can we make a new distinctive faction?” - “Make em just BEST in every aspect” … that’s how they feel right now.

What i suggest.

  • Leave Chaos and Skaven as they are right now - at least, don’t make em even weaker.
  • Fix the Sound. They should defenitely be the loudest faction. (If you wonder who the sneaky one are: Skaven)
  • Their attacks hit like a truck, which is fine! But make them at least slower than a skaven slave. As it is right now, dodging a skaven slave attack is easier than any attack of the beastmen!

I’m on the same boat as of now, but I see some real potential in weaves.

  • Either chuck out the seasonal idea or make progress within the season significantly faster; I think the latter could be satisfying.
  • Spend more time developing better-curated, far more challenging weave maps and consider them to be end-game gauntlets and challenges.
  • Add more exciting rewards for completing weaves.
  • Steal some of the crafting ideas from that system and put them in the core game.

Imagine having some new, crazy-difficult, fun, unique challenges to look forward to every ‘season’, as well as a slew of new juicy rewards to be earned. I’m envisioning challenges that would make the player come up with very specific loadouts and strategies to complete. Imagine one of the more open maps filled with gun rats that have been modified to be highly resistant to ranged damage.

Obviously just my opinions, but I feel like they have the opportunity to make something entertaining out of this system.

I’m at work, so no, not playing the game. :slight_smile:

But I did look at the patch notes – it seemed the main tweak they made was just to lower stagger resistance for non-cata difficulties? That will make crowd control easier, but it still keeps the combat focused on crowd control, just like Vermintide 1. I’m kinda skeptical that it’ll make a difference to me, because the part of combat I loved in Vermintide 2 was the highly mobile, fluid nature of it. It felt more dynamic and exciting than Vermintide 1, so these changes to try to get the feel of combat to be more like Vermintide 1 are just killing the magic of the game for me. Has nothing to do with how difficult or easy it is.

I guess pushes having a little more impact might help open up enough space to move around a bit during a fight… or maybe that’s just wishful thinking. I really dislike the changes to how enemies track you through your dodge (not the timing, but the enemy tracking), but anything related to dodge mechanics feels like the least controversial part of the changes, so I don’t see that getting tuned back at all.

I’m playing S&D WS and it feels a lot better. You can still dodge around and with the Assassin talent, go for the 1st heavy to headshot hordes.