I will post probably a controversial opinion here lol. I am feeling honestly positive about the expansion and patch in general.
The stagger I feel like have a little confusing descriptions on the talents but overall I think the mechanic is fine honestly. The game still feels the same to me.
The beastmen I really like but there are some problems. I find them really quite with a few exceptions and even their attack sometimes doesn’t play any sound I think. They may also be a little bit overtuned and prone to hyperdensity but it’s still perfectly playable imho if they fix the sound.
I mostly played WHC and Merc so I can’t really say that much about talents in general but for these 2 I really like the changes and think there are definitelly some talents that can be interchangeably viable (though I have a feeling WHCs Flense is bugged and doesn’t work).
However what I definitely disliked was the move of Ult talents to 35 lvl. They should have either kept it at 30 and put something else at 35 or just use the bonus levels to top off character lvl.
I have no real opinion on THP talents, I can still top off on THP so I don’t really have any negative opinion on the matter like the rest of people. It’s just kinda whatever.
Weaves I am somewhat neutral on. Firstly I haven’t played that many yet. Secondly I feel like it needs some rewards for participating other than just a few portraits and commendation chests. I would even be fine with the illusions to be usable in normal game mode. Thirdly I don’t care about Leaderboards.
But I kinda dig the premise of the weaves.
The weapons again used only the Billhook and Spear but I really like them both. Billhook especially is nice with it’s special ability that leads into heavy overhead attack.
The dodge changes are completely fine imho. I was still dodge dancing like maniac and almost don’t even notice the change.
What color are the Stormvermins in V2? Red. What color are Queeks Stormvermines? Red. What are they called Redguard. Not saying that it actually is Queeks vermins, but it sure looks like it.
Such a stupid poll, most things are formulated negatively.
I am glad that the developers are programming the game in their own way, and not in the way that a few people here in the forum would like to have.
Looks like you don’t understand how most companies work with a feedback, idk if it’s true for FS but still. People working with a feedback ignores positive feedback almost entirely, if feedback is positive it’s good, but those who are giving it already bought your product and, for the most part don’t affect your future sales.
But negative feedback is just that thing they’re working with, you see, people who are satisfied with the product leave a lot less comments/reviews/etc then those who are dissatisfied. And this negativity from customers can actually hurt your future sales.
Huh? It’s literally a 50/50, how do you feel, like/dislike. And then what needs to be changed. I originally had it worded, “If you disliked, what needs to be changed?”. But people who voted that they liked something still voted to tune down the thing they liked. I took the most popular problems people seem to have with each issue. That way we can see which is affecting people the most. I haven’t heard anyone asking for less THP or to increase the stagger mechanic more. So the questions are formulated that way based on feedback.
It’s just feedback on the issues people are complaining about the most. I did 2 similar polls during the closed beta and internal test.
With all that said, is there anything you want added to the polls?
Weaves are grind for grinds sake, I bought this DLC for weaves I wont be playing them I have a Job and a Family. Assuming the weaves are active now it is impossible to get a game with more than 2 other players. I have yet to see a full weave.
The changes seem ok but the fact that stagger is useless ‘because’ there are always bodies to fill the void created by a staggered enemy. This is likely a team play issue but refer above. The game was designed for good ol jolly co operation and with that in mind its going to be a very lonely ol wasteland out there when the majority of players just stop playing because you require team work to deal with trash mobs and the voice chat is still as dysfunctional as ever.
I think a lot of things are negative because other reasons. Individually the changes are good but while the beastmen are faster more numerous tougher silent and hit harder than other mobs it seems like perhaps nerfing, crippliung changing major aspects of combat mechanics and player builds will never feel fair.
Dude thats not how that works. People who are fine with things usually dont go onto forums to express themselfs. However people who are angry allways comment and post. Thats how socual media works in general. And looking at all those threads about how bad the game is this is the same exact case here. Also the people defending wom are allways the same handfull of posters
The colour puzzled me too at first, but there’s a lot of overlap between clan colour schemes. Clan Fester existed in the army books, before Vermintide, and they were portrayed with red as one of their main uniform colours, despite the Fester emblem being off-green and white.
Indeed, weaves are grindy as f#!$@. Only good amount of essence you earn when you finish lvl first time. Try to repeat, and u earn… 90, 200… lol. Beta phase 2 was better than now.
Another proof that FS DON’T LISTEN COMMUNITY FEEDBACK
You know what? I don’t believe a word anymore. So, they take under consideration that one month after these polls nothing or very little was changed… right.
And, no I don’t give any feedback anymore, because this is pointless and not worth to waste time for this.
I don’t care about mechanics cause I can adapt. But overpriced low quality content of this DLC make me laugh.
Sure FS did tweak the stagger resistance in the newest patch. But the tweaks to stagger resistance apply only to the base game (DLC or cata difficulty isn’t touched) and were done after the steam review bomb. So given how FS basically ignored all of the feedback from the beta phase and then quickly pushed out tweaks after steam review got destroyed, I would say FS does not give a flying fxxxx to any feedback unless it somehow impacts the game review on steam.
Overall I love WoM but it needs some tweaks for sure. I actually do like the stagger and THP changes, but… yeah, got some work to do. Part of why I like these changes is it feels a bit more like Vermintide 1… not exactly by any means, but the combat feels a bit more nuanced and intentional. V2 for a long time was in this “spam attacks and dodges and THP your way to victory” kind of place, and while fun every now and then that just got old. I’ve actually been playing a lot of Vermintide 1 lately, and my first thought coming back to this was “Ah yes, THIS feels good!”
The stagger talents are confusing AF, there is some serious rat math going on there. When the talent description is a full on PARAGRAPH… you might need to simplify things a bit. The stagger concept is pretty cool, because when you pair up a shield weapon with some good DPS you really do harmonize well. The concept is close guys… just refine it a bit.
Beastmen: The spearmen still have frustratingly long range, and can attack from behind the front lines. IMO this is the ONE thing that makes them f******* annoying to play against. Spear dudes stabbing you from behind a Gor where you can’t even see them, and having uncanny accuracy when you’re dodging = not cool. The beastmen might?? need to be toned down a bit in general, but it’s really hard to tell without the spears being fixed first. I notice I only get wrecked by them when there are spearmen in the mix, otherwise it’s not a big deal.
Weaves: I like the weaves. It’s an alternate game mode, a change of pace, and the visual effects are really spectacular. I’ve been in V2 since the very first pre-release beta, and the Weave mode basically gives me a clean slate to progress through the game again, and I think that is freaking sweet. I’ve been duoing weaves with a friend and it’s some of the most fun we’ve had in a long time. I don’t get why some people are so worked up about the weaves, because it’s not like they take away from the standard game mode, or replace it… it’s just something extra you can do, and that’s great. Especially when you’ve been getting your arse kicked in Cata and just want to do something to change it up.
But, a lot did change. Surely if you played the closed betas, you’d notice that there was major changes between the two. I’m not saying that these were all positive, but they did happen.
That’s unfortunate… I’d ask that you keep providing feedback, even if it’s all negative. Let’s try and work together and sort through everything. In the hope we can make a more enjoyable game. I love this game, and I think we’re on the right track. They’ll keep the patches coming as long as we let them know what to fix. I don’t believe that you think this is all pointless, or you would not even bother to make that comment. You’d just leave
Feedback was for sure taken under review. The main issues with this patch currently were not even issues in the beta. Mistakes happen… I’ve never once heard FS Devs quote Steam Reviews as a reason for making changes. And I can assure you that when I asked if it’s “cool” to pin this thread, that never came up either. I can’t speak for them though, this is just my interactions with them.
None the less, getting kinda tired to responding to this kind of stuff. Let’s try and keep this thread on point. What do you guys think, what needs to be fixed, and what can I improve on in future polls.
I personally have issues with this myself and it kinda turns me off stagger.
Do you have any suggestions? I’m not sure myself and I currently struggle trying to explain the new mechanic to friends. I think it needs some work for sure…
I still think we spent too much time in the early beta 1 meatwall extreme version when it was quite quickly clear that wasn’t going to work and then FS did not play around enough with the revised version that’s more like things work now - it would’ve been good to test limiting stagger to specific weapons and/or other suggestions people made just to get an idea of how they would work in practice, if at all.
Talents on the other hand hardly were altered over the course of the betas.
Which gives me an idea, you could do a poll on what people think of each career’s new talent tree (e.g. like Shade’s, dislike Shade’s, like Pyro’s, dislike Pyro’s) to get an overall idea how people feel about them at current. Personally I was thrilled with certain careers overall, iffy on others and disappointed on two or three. Overall it’s a move in the right direction compared to the old talent system, but there’re design and balance issues that need to be addressed.
I’ve posted some emotional feedback in this thread and a few others. As someone who is not enjoying playing the game right now, it’s hard to force myself to play the game enough to really dig into what the problems are. But I’ve been kinda struggling through it because I used to love this game and though I’ve lost a lot of trust in Fatshark at this point, I’m hoping they can figure out how to fix the game again. I’ll try to be a bit more rational with feedback here.
Some things in 2.0 are inexcusably bad. Like, the kind of BS that might make me opt out from ever buying a future title from a developer levels of bad:
The level cap increase to 35 – since the game was re-tuned for level 35 instead of 30, this doesn’t add anything at all to the game. Rather, it effectively removes levels and talents from our characters. I cannot imagine a universe where I as a consumer should be okay with this. Also, I can’t imagine how a project manager at Fatshark could have ever been okay with this – it’s just a lot of wasted dev time on something that isn’t actually even changing the game. And another frustrating consequence of this is that we’re all underleveled now, and I can’t tell how much of the combat feeling bad is due to that instead of due to actual changes. This change is a complete disaster with no redeeming qualities.
The bugs – I don’t even know where to begin with this one, but the game feels more broken than it has since the first couple weeks after release. This is not a beta branch; 2.0 was pushed out into the live environment for everyone. There’s no excuse for stepping 12 months backwards in terms of quality. This is also a hard one for me to give specific feedback on, because the game is not fun to play, and there’s been such a breach of trust from the devs that it’s hard for me to believe that if I spend my time understanding and reporting issues, they’ll even address them.
But here are some issues I feel like I’ve encountered, without rigorous testing:
. enemy insta-spawns immediately behind me
. enemy attacks clipping through other enemies so I get hit by stuff I couldn’t even see
. enemies clipping through my character model so now I’m inside the enemy and can’t move at all
. hyperdensity / slot system feels broken
. getting hit without even being able to tell what hit me (maybe latency-related?)
. audio cues for enemies out of my view don’t seem to play consistently
. audio cues on enemy spawns also seem inconsistent
Some things feel like pointless change:
The stagger system – this adds nothing to the gameplay; stagger was always there as a core mechanic, and the value of stagger was that it kept you safer. The talents around this system are bland and uninteresting. Was the bonus damage even explored as a buff on specific weapons before making a global change that required many other downstream tweaks? That seems like it would have been a much better (and simpler) solution.
The talents overhaul – this one feels like swatting a fly with a shotgun. There were a small number of talents that seemed pointless in the past, but Fatshark pruned away a ton of healthy growth along with the dead branches. Overall, because just as many good talents were replaced as bad ones were, this feels like change just for the sake of change, not replacing the garbage talents with something worthwhile.
Environment changes – why is the 3rd tome on Empire in Flames now inside of a doodad, or terrain, or whatever that pile of soot is considered? How did a manager approve spending dev time on this? It adds nothing to the experience for players and just creates more things for QA to spend time validating. (Though in fairness, as the tome is hidden from view, it would appear no QA time was actually “wasted” looking at this stuff.) Fixing stuck spots in old maps is great, but cosmetic passes through old maps (if that’s what this was) feel unnecessary at this point.
Also, the lighting in many maps also feels very different to me now, though I can’t be sure about that one because there’s no way for me to go back & try the old version. And I think a bunch of the weapon sounds are different now, but again I can’t go back to double check. Not sure why any of that stuff was necessary.
A few things are good:
Specific targeted buffs to individual weapons – shields blocking unblockable attacks is a cool perk to add to an underplayed set of weapons. Continuous fire on left click for swift bow feels interesting, though I don’t personally care for that weapon. Overall, most of the weapon-specific adjustments seemed good. (These types of relatively minor changes are what Fatshark should have been doing in a lot more places, rather than tearing out whole swathes of old content and replacing with new.)
Terror events scaling with difficulty – I haven’t played enough maps to be able to give specific feedback per map, but I very much enjoy this concept. The AI director already makes the main parts of the maps vary with difficulty (more specials & patrols/bosses on higher difficulties); it’s overdue for similar treatment to be applied to the map finales. Better late than never on this one. Probably still needs map-by-map tweaking, though.
Moving temp health talents to level 5 – I mention this separately from the broader talents overhaul, because this could have been done without changing the game at all for veterans, just making things more accessible for new players. It’s a good change.
As for dodge, I can’t tell yet whether I’m okay with the change. I want to say that I’m okay with the timing being tighter, but I don’t like that enemies track so aggressively through your dodge. But I’m not sure about that. If the tighter dodge timing is actually causing latency issues to surface again, that’s not a worthwhile tradeoff to me. And it might be that the enemy behavior that annoys me has more to do with the bugs I mentioned above, rather than the changes to how enemies track through dodge.
On the subject of Winds of Magic content, rather than 2.0:
Beastmen seem cool, but they don’t feel ready for release yet. The spears feel unfair because usually you’re just getting hit by stuff you can’t see. The beastmen models are so dark that it’s hard to follow their animations in many environments. Once beastmen start showing up on the old maps, chaos & skaven just feel like filler between beastmen hordes; they overpower most of the old content (except berserkers).
I do like the totems & how they make players push upstream through enemies, or retreat to a safer spot to fight. That’s a cool dynamic.
The new map is visually pretty, but gameplay-wise, it’s basically one long narrow corridor. And the finale event might be the most boring finale in the entire game. The finale fight feels like a tutorial, but it comes after we already fought through a whole map full of beastmen. And the objective was unclear to me – why are we standing around waiting by this meteorite? And why does it blow up at the end? Why is the portal back to the keep inside of it? Maybe I wasn’t paying close enough attention.
Also, it’s one map. I mean, A Quiet Drink felt like as much content as this entire “expansion” has.
Cata & Weaves I have not played, so I can’t speak to those, or to the new weapons. But they do not feel like enough content to justify the asking price for this DLC. I’m not sure I would want to buy Weaves at any price, though. It just feels like a game mode that even if it’s fun, you’re never going to find a party that is at the same stage as you are. And I hated how grindy it was in the beta. Leveling up weapons individually might be a complete deal-breaker on this whole game mode for me.
The Stagger system indeed feels complicated. I think part of the reason is that it explanation was put in each of the relevant Talents, together with the Talent’s specific effects. This makes the whole thing seem needlessly complex, and the Talents even more so. Simplifying both the usual description of the system and the Talents could go long way into making it seem less complicated; save the precise and complicated explanations for those who want to know exactly what is going on.
Btw, at the moment I’ve located the single change that’s (for me, obviously) the single most foolish decision in this whole update: Raising the level cap, and moreover, moving the final Talents to level 35. The level cap itself doesn’t really bring that much to the game (as others have said), but locking the final Talents behind it robbed us of things we had already achieved. I cannot use any of my characters to their full potential yet, and that makes it harder to judge them (or other mechanical changes), too.