Heroes,
Welcome to update #6 for Vermintide 2. Introducing Mouse Keyboard Support and major re-balancing of weapons, traits, enemies, and more.
FIXES
- Fixed a crash that could occur when Rasknitt casts one of his warp lightning spells.
- Fixed issues where the burning head VFX could persist if a player transitioned into another state.
- Fixed a crash that could occur when the cannon ball at Fort exploded.
- Fixed an issue where the game could crash if a player left the game while being revived.
- Fixed cases where the First Person camera sway would remain if player performed an interaction (or died) whilst moving.
- Fixed an issue where the sound from the last ammunition being spent for certain Repeating Handguns would be heard for the host if a bot was equipped with that weapon.
- Fixed an issue where the game could crash if a player left the game while being revived.
- Fixed a case where players could get disconnected when near the Bridge of Shadows.
- Fixed a clipping issue with Saltzpyre’s Legacy skin.Fixed an issue where the fast shot mode of Brace of Pistols would get a smaller crosshair after shooting one bullet, or when starting to move.
TWEAKS
- Memory optimisations
- Added social wheel icon over remote player’s heads
Stormfiend Boss:
- Added a small movement speed slowdown on ground fire damage.
- Increased initial damage tick from ground fire, players should no longer be able to run through the Stormfiend flame without taking any damage.
- Increased the damage that players and enemies take from the ground fire.
- Increased duration of the ground flames from 6 seconds to 8 seconds.
- Decreased the duration of the dot from the flamethrower from 5 seconds to 3 seconds.
- Decreased damage from flamethrower dot by about 50%.
Lifeleech:
- Added stagger immunity to normal staggers and ranged staggers during Leech grab attack. Only heavy attacks can interrupt the attack now
- Increased the animation speed of the start teleport animation by 20%
- Increased the animation speed of the end teleport animation by 10%
- Leech will now teleport back to its target after teleporting away from being damaged after 5 to 7 seconds, decreased from the previous 10 to 12 seconds. Initial skulk time after spawning is still 10 to 12 seconds.
Others:
- Fixed Sorcerer not playing idle animation after summoning is done and no targets are available.
- Fixed an issue where enemies would continue to follow after an invisible player.
- Fixed an issue where Packmaster would get stuck while trying to get a new hook
- Fixed an issue where Savages and Plague monks exited their stagger animation earlier than intended
- Lohner will now only ask the player to hurry up whilst the Bridge of Shadows is activated.
- Fixed an issue where sound states from bots Career Skills could affect the servers sound state, leading to cases where for example special stingers could be missed or suppressed.
- If scrounger procs for 1 bonus ammo on your last shot, you will be unable use that ammo until you swap weapon.
GENERAL COMBAT BALANCE
- Gaining temporary health pauses temp health decay for 3 seconds.
- Removed stamina regain burst when gaining temp health.
- Dodge improvements have been made to make them more reliable across the board.
WEAPON BALANCE
Flails for Saltzpyre
- Increased light attack damage by 33% for attack three and four.
- Increased light attack stagger power by 72% for attack three and four.
- Increased heavy attack damage against first target hit by 45%.
- Increased heavy attack stagger power against first target by 45%.
1h Swords for Kruber & Sienna
- Increased heavy attack damage versus Infantry, Monster and Frenzy by 51%.
- Increased heavy attack damage versus armored increased by 283%…
- Increased first two light attacks damage by 28%.
- Increased stagger strength and duration for third light attack by 42%.
- Changed push followup to heavier version – effectively increasing cleave, damage and stagger across the board.
- Tuned movement curve for light combo finisher to provide a burst of speed.
- Increased Stamina from 3 to 4 shields.
- Increased range of light attacks slightly.
- Increased light combo attack speed.
Maces for Sienna
- Increased damage and stagger for first two targets of heavy combo sweeping attacks by 47%.
- Increased stagger strength and duration for downward light attack by 72%. Infantry damage increased by 33%.
Burning Swords for Sienna
- Increased damage for sweeping light attacks by 28% verus Infantry, Monsters and Frenzy.
- Increased damage vs armored for light stab attack by 100%.
- Increased attack speed and tuned chain actions across the board to provide fast and smooth combos.
- Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
- First heavy attack now light all enemies hit on fire, causing them to burn for additional damage.
Burning Daggers for Sienna
- First heavy attack now ignites the primary targets hit, causing them to burn for greater additional damage.
- Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
- Fixed issue with Heavy chain not working properly
1h Axes for Bardin and Saltzpyre
- Increase damage for Heavy attacks by 8%.
- Increased stagger strength for Light attacks by 72%. Increased light attack Infantry damage by 33%.
- Added 10% bonus critical strike chance to Axe light attacks and push attack
- Reduced damage of secondary targets hit by 50%.
1h Hammers and Maces for Bardin and Kruber
- Increased Heavy attack damage by 8%.
- Increased stagger strength for downward light attack by 72%.
- Increased Infantry damage of downward light attack by 33%.
- Introduced separate damage profile for downward light attack, secondary targets with reduced impact across the board.
- Fixed an issue where light attack chain would cause a bit of damage on all targets hit rather than only the first handful.
2h Axes for Bardin
- Increased attack speed of third light attack.
- Removed precision targeting from all light attacks.
- Increased Infantry damage of light attacks by 39%.
- Increased Armored damage of light attacks by 11%.
- Increased Monster damage of light attacks by 41%.
- Increased Frenzy damage of light attacks by 12%.
- Increased stagger power of light attacks by 57%.
- Increased cleave of third light attack by 205%.
- Third light attack has new attack profile. Cleaves through more enemies but deals less damage compared to the first two attacks.
- Reduced armor penetration on push followup attack.
2h Hammers for Bardin and Kruber
- Increased damage for light attacks by 7%.
- Incresed damage cleave for heavy attacks, causing damage to more targets.
- Increased efficent dodge count from 1 to 2.
2h Picks for Bardin
- Increased damage versus armor on max charged attacks by 69%.
- Increased power multiplier for push followup attack by 8%.
- Increased stagger strength of max charged heavy attacks by 207%.
- Decreased damage cleave for light sweeping attacks.
- Reduced the time required for charged heavy attack to chain while tuning movement curve to be a bit smoother.
- Increased attack speed thoughout the weapon.
Crossbows for Bardin and Saltzpyre
- Reduced cleave on all shots by 25%.
Dual Axes for Slayer Bardin
- Increased light attack damage versus Infantry, Monster and Frenzy by 12%.
- Increased light attack damage versus armor by 55%.
- Increased heavy attack damage versus Infantry, Monster and Frenzy by 12%.
- Reduced heavy attack damage versus armor by 20%.
- Increased stagger strength for light attacks by 25%.
- Reduced damage of secondary targets hit by 50%.
- Reduced crit/headshot effectiveness for all attacks.
- Switched push-follow up damage profile to match light swings (but you get two of em).
Handguns for Bardin and Kruber
- Reduced cleave on all shots by 33%.
Axe and Shields for Bardin
- Remade horizontal heavy sweep into a crowd controlling attack, greatly increased cleave while maintaining a solid damage output against first targets.
- Increased light attack damage versus infantry by 33%.
- Slightly increase power multiplier for downward Heavy attack.
- Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
- Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
- After pushing, shields start recovering stamina 50% faster than other weapons.
Hammer/Mace and Shield for Bardin and Kruber
- Increased first heavy attack damage versus infantry, monster and frenzy by 51%.
- Increased first heavy attack damage versus armored by 283%.
- Switch push followup attack damage profile to lighter version with less power across the board.
- Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
- Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
2h Swords for Saltzpyre and Kruber
- Increased push attack damage versus infantry by 53%.
- Increased push attack damage versus armored by 31%.
- Increased push attack damage versus monsters by 23%.
- Increased push attack damage versus frenzy by 24%.
- Increased push attack damage versus super armor by 31%.
- Increased push attack stagger power by 66%.
2h Executioner Swords for Kruber
- Increased light attack damage versus Infantry, Monsters and Frenzy by 14%. Increased light attack stagger strength by 22%.
- Increased stagger strength and duration of heavy attacks by 29%.
- Introduced separate damage profile for secondary targets with reduced impact for Heavy attacks
- Gave heavy attacks a increased crit chance of 20%.
- Gave light attacks ability to slide past armored enemies.
- Made it easier to open shield users with light attacks.
- Slightly increased attackspeed across the board.
Halberds for Kruber
- Increased heavy stab attack damage by 29%.
- Increased heavy sweep attack damage versus armored by 66%.
- Reduced heavy sweep attack damage versus monsters and frenzy by 24%.
- Reduced power overall of downward single target attacks (both push followup and light attack combo finisher)
- Increased damage of light attack stab by 25%.
- Reduced attack speed for all attacks.
- Increased animation speed for heavy attacks.
Empire Longbows for Kruber
- Reduced cleave for first level of charged shot.
Sword and Shields for Kruber
- Remade action chains – Sword and Shield now has more choice in attack chains
- Increased damage versus Infantry, Monster and Frenzy for slashing light attacks.
- Increased damage of Heavy stab versus Infantry, Monster and Frenzy by 20%.
- Increased damage of Heavy stab versus Armored by 84%.
- Changed push followup to a lighter version of the stab.
- Slightly increased range of attacks across the board.
- Reduced the armor penetration modifier for critical strikes from 0.5 to 0.4 on light stab(push attack)
- After pushing, shields start recovering stamina 50% faster than other weapons.
- Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
- Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
1h Swords for Kerillian
- Increased mobility and range across the board.
- Increased power for downward Heavy attacks by 8%.
- Increased upward Heavy attack power by 10%.
- Increased damage vs armored for the Light stab attack by 100%.
- Decreased crit/headshot damage for upward Heavy attack vs armored enemies.
- Increased attack speed overall
- Added 10% additional crit chance to heavy attacks
Glaives for Kerillian
- Reduced damage vs armor on Light attack chain by 36%.
- Increased damage vs armor on second Heavy attack by 52%.
- Increased damage on first Heavy attack by 8%.
- Tuned attack turnaround with faster light attacks and slightly slower push attack.
2h Swords for Kerillian
- Increased heavy attack power versus infantry, monsters and frenzy by 28%.
- Increased heavy attack power versus armored by 181%.
- Increased range for all attacks.
- Gave push followup and increased crit chance of 25% and better cleave modifier while making a bit faster.
Dual Wield Daggers for Kerillian
- Reduced damage on Heavy attacks by 20%.
- Introduced separate damage profile for secondary targets of light attacks without bleed DoT (only one target get the DoT per attack).
Dual Sword Dagger for Kerillian
- Increased damage of sweep heavy attack versus infantry, monster and frenzy by 10%.
- Increased damage of sweep heavy attack versus armored by 10%.
- Reduced damage on stab Heavy attacks versus Infantry and Frenzy by 20%.
- Reduced damage on stab Heavy attacks versus monsters by 10%.
- Increased damage vs armored on light stab attacks by 100%.
- Reduced push cost for sword and dagger from 2 stamina(1 shield) to 1 stamina (1/2 shield).
- Introduced separate damage profile for secondary targets of light stab attacks without bleed DoT (only one target get the DoT per attack).
- Changed damage profile of the dagger attack for the first heavy attack. Should now use the same profile as the sword attack. (Basically increased damage of Heavy 1).
- Sword and Dagger now has 10% crit chance bonus on all attacks.
Dual swords for Kerillian
- Increased heavy attack damage versus infantry, monster and frenzy by 8%.
- Increased heavy attack damage versus armored by 80%.
- Increased push attack damage versus armored by 100%.
- All attacks can slide past armor.
- Reduced stagger on dual sword attacks slightly (-25%), further reduced stagger against armor (-33%)
- Reduced armor pen bonus on crits for dual sword attacks (-40% for damage, – 50% for stagger)
- Increased crit stagger vs armor bonus for heavy attacks (+50%)
- Slowed down chain to final light attack slightly.
- Increased critical strike chance bonus of 3rd and 4th attack to 25% and 50% respectively.
- Removed 10% critical strike chance modifier of first and second light attacks.
Spears for Kerillian
- Increased damage of light attacks versus infantry, monsters and frenzy by 25%.
- Increased damage of Heavy stab by 29%.
- Increased damage vs armor for Heavy sweeping attack by 66%.
- Reduced damage versus Monster and Frenzy for heavy sweeping attack by 24%.
- Added damage vs armor to light stabs.
Falchions for Saltzpyre
- Decreased damage of light attacks by 4%.
- Increased Infantry damage of third light attack by 33%.
- Increased attack power of Heavy attacks by 10%. Increased stagger power by 14%.
- Increased attack speed slightly.
Fencing Swords for Saltzpyre
- Increased range and stagger of offhand pistol slightly while making it fire a bit quicker after input.
Brace of Pistols for Saltzpyre
- Reduced damage versus infantry, monsters and frenzy by 8%.
- Increased damage versus armor by 37%.
- Increased stagger power by 45%.
- increased ammo by 5
- Slightly increased damage on close range
- Increased damage on long range
- Reduced spread of primary shot.
- Increased spread of secondary shot.
- Reduced movement speed slow while aiming from 65% reduction to 15%.
Repeating Pistols for Saltzpyre
- Increased normal shot monster damage by 33%.
- Increased spin-up attack damage by 38%.
- Increased spin-up attack stagger power by 107%.
Repeating Handguns for Kruber
- Increased Infantry, Monster and Frenzy damage by 19%.
- Increased Armored damage by 62%.
- Increased reload time from 1.3 to 1.6 seconds.
Blunderbusses for Kruber
- Increased shotgun damage versus monsters by 33%.
- Increased range of push attack from 2 to 2.5 meters.
Grudge-Rakers for Bardin
- Increased shotgun damage versus monsters by 33%.
- Increased range of push attack from 2 to 2.5 meters.
Drake Pistols for Bardin
- Fixed an issue where the charged attack used the wrong attack template, causing it to deal damage to armored targets.
Drakegun for Bardin
- Non-critical hits no longer damages Chaos Warriors. Now only staggers them.
- Increased charged flame Infantry damage by 77%.
- Increased charged flame Armored damage by 100%.
- Increased charged flame Monster damage by 64%.
- Increased charged flame Frenzy damage by 60%.
- Increased charged flame stagger power by 100%. Primarily versus Armored.
Flamestorm Staff for Sienna
- Non-critical hits no longer damages Chaos Warriors. Now only staggers them.
- Increased charged flame Infantry damage by 77%.
- Increased charged flame Armored damage by 100%.
- Increased charged flame Monster damage by 64%.
- Increased charged flame Frenzy damage by 60%.
- Increased charged flame stagger power by 100%. Primarily versus Armored.
TALENTS
Mercenary Kruber
- Morale Boost – Cooldown reduced from 180 seconds to 90 seconds.
- Soldiers Spirit – Removed
- For the Empire! – Removed
- The Harder They Fall – Removed
- Drillmaster – New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
- Mercenary’s Pride – New Talent, replaces Soldier’s Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
- Captain’s Command – New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Huntsman Kruber
- Perk – Deep Pockets: Increases maximum ammunition carried by 50%. Note: This has always been the case but the perk was never displayed previously.
- Soldiers Spirit – Removed
- For the Empire! – Removed
- The Harder They Fall – Removed
- Taste of Victory – New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
- Huntsman’s Tally – New Talent, replaces Soldier’s Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
- Taal’s Bounty – New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Foot Knight Kruber
- Soldiers Spirit – Removed
- For the Empire! – Removed
- The Harder They Fall – Removed
- Back Off, Ugly! – New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
- Bloody Unstoppable! – New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
- Templar’s Rally – New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Veteran Ranger Bardin
- Ingenious Improvisation – New Perk: Using any Healing Supplies, Potions or Bombs has a 10% chance to not consume the item. Stacks with similar effects.
- Just Drunk Enough – Removed
- Grudge-Borne – Removed
- Grimnir’s Champion – Removed
- Roots Running Deep – New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
- Ranger Reaper – New Talent: Grudge-Borne: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
- Hardy Heart – New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
- Catch a Breath – Increased temporary health gained when activating Diseagage from 20 to 50.
- Ranger’s Ambush – Reworked: Moving outside of the Smoke Bombs area does not break invisibility. No longer increases the duration of Disengage.
Ironbreaker Bardin
- Impenetrable – Reduced cooldown from 180 to 120 seconds.
- Just Drunk Enough – Removed
- Grudge-Borne – Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
- Grimnir’s Champion – Removed
- Rock-Breaker – New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
- Hearthguard – New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Slayer Bardin
- Just Drunk Enough – Removed
- Grudge-Borne – Removed
- Grimnir’s Champion – Removed
- Doomseeker – New Talent: Just Drunk Enough: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
- Slayer’s Fury – New talent, replaces Grudge-Borne: Melee killing blows grants temporary health based on the health of the slain enemy.
- Hardy Heart – New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Waystalker Kerillian
- Trueflight Volley – Cooldown increased from 70 seconds to 80 seconds.
- Weavebond – Reworked: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
- Khaine’s Thirst – Removed
- Champion of Loren – Removed
- Martial Blessing – New talent, replaces Khaines Thirst: Melee killing blows grants temporary health based on the health of the slain enemy.
- Eternal Blossom – New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
- Lifebloom Arrows – Increased temporary health gaines when using Trueflight Volley from 20 to 50.
Handmaiden Kerillian
- Weavebond – Removed
- Khaine’s Thirst – Removed
- Champion of Loren – Removed
- Spirit Echo – New talent, replaces Weavebond: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
- Dryad’s Thirst – New talent: Killing enemies grants temporary health based on the health of the slain enemy.
- Ariel’s Boon – New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Shade Kerillian
- Weavebond – Removed
- Khaine’s Thirst – Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
- Champion of Loren – Removed
- Bleak Vigour – New talent, replaces Weavebond: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
- Blood Kin – New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Witch Hunter Captain Saltzpyre
- Base health increased from 100 to 125.
- Base critical strike chance increased by 5%.
- Animosity – Cooldown reduced from 180 to 90 seconds.
- Marked for Death – Now grants all allies attack speed when a taggable enemy dies. Bonus attack speed reduced from 10% to 5%.
- Justice’s Bounty – Increased temporary health gained from 2 to 3.
- Wild Fervor – Now grants bonus critical strike chance to all allies when a taggable enemy dies. Reduced bonus critical strike chance from 8% to 5%.
- Holy Cause – Removed
- Righteous Zeal – Removed
- Purifier – Removed
- Hunter’s Ardour – New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
- Walking Judgement – New talent, replaces Righteous Zeal: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
- Disciplinarian – New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Bounty Hunter Saltzpyre
- Bounty Hunter – Career Skill Cooldown reduced from 90 to 70 seconds
- Blessed Shots – No longer resets on melee kill.
- Cruel Fortune – Now reduces the cooldown of Blessed Shots to 6 seconds, was 7.
- Pious Fervour – Removed
- Inspired Shot – New talent, replaces Pious Fervour: Melee killing blows reset the cooldown of Blessed Shots.
- Holy Cause – Removed
- Righteous Zeal – Removed
- Purifier – Removed
- Blood for Money – New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
- Tithetaker – New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
- Paymaster – New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Zealot Saltzpyre
- Holy Cause – Removed
- Righteous Zeal – Removed
- Purifier – Removed
- Sigmar’s Herald – New talent, replaces Holy Cause: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
- Repent! Repent! – New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
- Font of Zeal – New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Battle Wizard Sienna
- Fire Walk – Increased the radius of the lingering fire of Fire Walk by 100%.
- Tranquility – Now only resets when casting a spell. Reduced delay from 8 to 6 seconds.
- Tranquility – Increased the vent rate of Tranquility from 200% to 300%.
- Flickerform – Removed
- Burnout – Reworked: Now allows Fire Walk to be used a second time within 5 seconds before going on cooldown.
- Seething Embers – Removed
- Soul Snare – Removed
- Blazing Harvest – removed
- Lingering Flames – New talent, replaces Flickerform: Siennas burning effects now last until the enemy dies. Maximum stacks reduced to 1.
- Confoud – New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
- Spark Thief – New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
- Flame-Fettled – New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
Pyromancer Sienna
- The Burning Head – Increased cooldown from 40 to 60 seconds.
- Seething Embers – Removed
- Soul Snare – Removed
- Blazing Harvest – removed
- Spark Smith – New talent, replaces Seething Embers: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
- Spirit-Binding – New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
- Fiery Fortitude – New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
- Bonded Flame – Increased temporary health gained when using Burning Head from 20 to 50.
Unchained Sienna
- Blazing Sinew – Perk removed
- Dissipate – Reworked: Block cost is reduced by 50% when overcharged and blocking vents Overcharge. No longer reduces damage taken from venting.
- Conduit – Reduced vent speed from 50% to 30%. Also reduces damage taken from venting by 50%.
- Seething Embers – Removed
- Soul Snare – Removed
- Blazing Harvest – removed
- Soul Quench – New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
- Reckless Rampage – New talent, replaces Soul Snare: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
- Burn-Bloom – New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
TRAITS
- Natural Bond – No longer prevents using healing items.
- Natural Bond – Changed from 2 health every 10 seconds to 1 health every 5 seconds.
- Heat Sink, Reworked – Now refunds the overheat spent on the attack when a critical strike is triggered.
- Heat Sink now functions on Drakefire Gun and Flamestorm Staff non-charged attacks
- Scrounger – Reworked: Now restores 5% of your maximum ammunition on a critical hit. Can only trigger once per shot.
- Resourceful Combatant – Reworked: Melee critical strikes reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.
- Resourceful Sharpshooter – Reworked: Ranged critical hits reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.
- Natural Bond – Reworked: Provides health regen, healing yourself with healing draughts and first aid kits only heals for temporary health. Still clears any wounds.
- Barkskin – Reworked: Taking damage reduces the damage you take from subsequent hits by 40% for 2 seconds. This effect can only trigger once every 2 seconds. This damage reduction is calculated after other effects such as career perks.
- Hand of Shallya – Increased healing from Hand of Shallya from 35% to 50% of missing health.
ENEMIES
- Added some stagger resistance to Ratling Gunner, should ignore the weakest hits now.
- Rotation should be delayed further for enemy dodged/completed attacks, making everything look and work better.
- Stormvermin with shields should now stay “open” for longer/more hits once their guard is broken.
- Stormvermin with shields should no longer block attacks from invisible enemies.
- Dodge time window increased to 1.5 seconds for normal enemy attacks. Heavy cleaves and most elite enemy attacks changed to 3 seconds.