Zero fun playing with a sienna

Do you even play high difficulty. The ff isn’t the big problem as everyone stated. Yet sienna mains keep complaining about it mostly. ‘move please so I can take out everything xD’ is what a sienna even said while I was top dmg in the end as huntsman kruber. More siennas have said similar things always with the xD smile.

The problem is the class requires much less skill. Pyromancer in particular has a way to low cd removing overcharge efficiently to keep spamming staves. So instead of managing ammo you can keep spamming. In turn the staves are very powerful as mentioned many times already. And her ability needs zero aim even if it doesnt find specials it finds enemies by itself. Then the beam staff for example can do 3 roles which no other weapon can do. etc. etc.

But sienna mains keep defending this isn’t true.

i’m not a sienna main but i know this is definitely false.

what is your definition of playing the class? sitting at the back without any aggro on rats and blasting things that can be hit without risking friendly fire? firstly it takes some knowledge of the game to position yourself so you won’t be a liability to the team. secondly, you can spend all the time protecting yourself but you aren’t doing much for the team. that’s not good play. thirdly, it requires your teammates to let you set the pace, which means runs will be a lot slower. this may or may not be safer (more time spent means more hordes and specials)

i can assure you, an assertive melee class who maximises his potential will be outclassing that kind of sienna playstyle in no time.

Most ppl here seem to have never played Vermintide1, nor have they played a difficulty above Veteran it seems.

The thing is: Almost every other Staff except Bolt and Beam is currently underperforming, bacause of slow speed or range (And V2 has WAY bigger levels/distances). So, Beam and Bolt become better from the get go, because you can snipe enemies from afar as much as you can clear hordes. I loved the fireball staff in v1, but it got pretty much butchered in V2, because there is no Master Crafted Trait to make it viable again and the big ball’s blast radius seems to be even smaller (i could be wrong on that, but that’s my impression. I played fireball a LOT in V1).

And btw.: Burning skull doesn’t one-shot chaos warriors on high difficulties anymore, at least mine doesnt, maybe i lack some power level or something.

But that’s another thing. Now where there is this power level stuff, talking about balancing becomes really hard in total. Especially because you can’t see your parties hero power levels. Have you ever thought about that?

Maybe many things are underperforming currently instead of being too strong. Let Fatshark figure out their statistics and fix all the talent dependent bugs first (And there are many atm.). Then we’ll see what future updates will bring.

Sienna was and always will be a high skill class. And the fire skull often misses completely and takes very long to log on (which is dangerous for you as a glass cannon btw. risk-reward and all that. Same goes for Beam’s tunnelvision/zoom) and it often even doesn’t work if the target is marked by your team, because of no red outline overwriting the blue one… So…often my potential curved special killer becomes just unspectacular firework, shooting into the void… And that is wasted damage, time and happens relatively often.

Apart from the fact, that twitch shots on beam staff are bugged like crazy. I dunno how often i sent my blast of, just to deal no damage with it. And there is the snail bug aswell, letting Sienna become a sitting duck for no appearent reason.

Stop talking about Sienna as if she takes no skill or less skill to play. That’s just plain wrong.

It’s just logic that a no ammo ranged deals damage to enemies before they are able to reach you. And that fact seems to trigger many competetive minds. I guess score boards are doing their part in all that aswell…

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Totally disagree with your opinion on her Unchained tree. She is very powerful. You can kill the first horde upfront with any staff, then turn around, block the other horde and explode. On top of that your melee damage is quite high when you always stack a little overcharge.

I totally agree the reason i enjoyed vermintide 1 was because of the melee you still had ranged weapons but mostly used them for specials or the rat ogre now you have broken Drakefire,Swiftbow,Beamstaff builds. I had multiple games on champion where people just facerolled everything including bosses. Ranged cheeses the game experience ALOT, today I did a champion Deed with getting downed = instadeath and no respawn everyone just used their ranged Drakefire,beamstaff,swiftbow with me beeing the only Melee as Saltzpyre this made the Heroic Deed kinda trivial it was like recruit even with 2 Boss spawns. Please do something about it it’s getting ridiculous.

So… what power level did they have? What potions, trinkets etc. did they use for a tactical edge maybe? Did absolute nothing get into your team’s melee range? I doubt that, tbh.

Maybe you just got carried hard by high end hero power ppl. having tons of experience? What exactly is ridiculous?

I feel that, before level 20, she really was a high skill class.
I personally also tremendously enjoy the concept behind unchained.
But right now, I feel that pyro is just cheesy. No heat management to speak of.
I’d prefer if exhaust only dropped your heat by a %, but raised damage based on heat, and cooldown be raised to a point where taking the -30% talent would actually be a somewhat viable choice.
She feels clearly better than Battle Mage, and Battle mage might actually be in a good place if it wasn’t for some lackluster talent choices.
Of course, right now we have the ironbreaker that combines excessive tankiness with a ranged option that seems better than a fireball staff, but I imagine they will tweak that, as well.

BAttle mage is not in a good place… it’s horrible…It needs a complete overhaul.

Unchained needs some tweaking when it comes to heat generation from hits on higher difficulties.

PS

We have on this forum a vocal minority of hardcore melee fans complaining how ranged classes are EZ mode and how playing ranged doesn’t require any skills.

However, essentially it’s one button mashing with occasional dodge and block and no friendly fire (friendly fire affects only ranged classes) and with a build that favors going into a melee range. Talking about skills huh and EZ mode huh…

If you COMPLETELY eliminate ALL ranged weapons, ammo, staves, etc. you’d STILL have the same people whine because SOME melee careers will be better than others and as such would STILL hurt their feelings due to their perceived inferior placement on the score board (Career X kills too much with Weapon Z and I have to compete to kill more than them with Career A and Weapon B). Of that I have absolutely no doubt.

The underlying problem is the placement on the scoreboard, not necessarily how others did more damage / got more kills… Or maybe that the scoreboard exists in the first place…

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Pyro/Beam is too good, the burning head has too short of a cooldown, the irondrake shouldn’t do as much damage as it does, and hordes don’t have enough HP.

If you actually had to FIGHT hordes instead of pointing a flamethrower(staff) at them, it’d be a totally different story for this whole thread.

Its not worth. I used to play it on beta and a friend of mine tried in release. On lower difficult its ok, but on higher if something happens, you just explode and suicide…for what? Better use another class or champ to better handle the situation. Its just a wannabe hybrid. I love hybrid classes, but this one…meh i hope they will change how it works

Nobody says to eliminate melee but Sienna should be forced to melee more often instead of running 99% of time with staff during level. Overheating needs to be much bigger. She doesn’t have to worry about ammo like other ranges so at least she should not be able to perma spam beam attack and then vent with her Ult.

I absolutely disagree with changing the role that Pyromancer plays because that’s what I see people asking for. Keep her ranged and full-time staff user, especially at higher power levels.

Just fix the bugs and balance the power of the subclass. No need to break the roles :confused:

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Overheating should be a danger. The classes are set up that way, but there’s a few things that just destroy it. The wipe of heat on the head is one of them, especially considering how quickly you can get that thing to recharge.
You should ALWAYS have to take into consideration that you’re gonna blow up, just like you should always have to worry about ammo. There’s a few things the game’s done to remove those considerations, and they’re bad decisions cause they take away the fun risks from ranged gameplay.

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Manual venting hurts. And it adds up. A lot more compared to V1. In the first one there was the option to vent through melee attacks, a risk-reward system i REALLY loved. Stay back in relative safety and vent manually, and get some dmg, or risk melee, vent also and maybe get no damage at all. But that balancing is way off in V2. You simply get way more dmg on higher difficulties, so you would have to generate temporary HP you can use to vent, but if you have two grims that is almost impossible. The whole balancing is way different. And THAT is exactly why venting through the active is the only viable way atm. You would have to change balancing as a whole or tweak with A LOT of care. I just fear that nerfing Pyro at the wrong end instead of buffing others at the right one, it will get a lot worse.

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Just explode an suicide? Never happened to me once. You are a blocking beast and you vent Overcharge while doing so. Guess it’s just a playstyle which doesn’t suit you then and I also have to admit that it’s quite hard to play it right.

I never need to press R for vent. Seems like you’re doing something wrong. If you don’t have the 25 talent it’s a bit harder to do so, but with the right traits it’s absolutely possible.

Nope. That’s often because of Dissipate, maybe heat sink… which i hate. I just try to control and hold my heat level by developing less heat through casts and hold it for critting, that’s all. It’s a matter of preference, there is no right and wrong. I think you don’t get what i was saying. It’s okay tho.

Edit: It opens the way to a more balanced playstyle inbetween melee and ranged. Which in my opinion is a very useful thing while FF is active. I have more options, my team doesn’t have to play “Sienna servant crew” while i perma cast like a maniac. I’m able to hold my ground just as good, if not better if i’m on my own etc. Nevertheless, Exhaust doubles your heat bar and allows long burst phases, without wasting any time or HP. You could even get Dissapate and Sink Heat to that aswell and maybe this particular combo is too strong in combination. Especially with the perma-crit (and stun) beam.

Lol i’m playing Sienna mostly on legend and you can solo what only 4 stormverminds in about 5 seconds + any special that spawns and hordes super easy with a bit of kiting and it’s also super easy to double all your allies damage if you know what you’re doing with the beam staff.

as I said sometimes bad inc happens, meaning team doing bad, lag, hitbox issues, specials or purely an error, and you risk to explode even if your doing pretty well till that moment and are full life. So your a danger all the time and cant rely properly in some situations. Or you want to tell me that an IB cant do better in the same situation? That what im talking about. Its not a matter of skill, but mechanics. Im not here to judge how ppl plays, as many of you are doing only to make your argument valid.