Warhammer: Vermintide 2

Warhammer: Vermintide 2 Dev Tracker




14 Jul

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    Brytarn on Forums - Thread - Direct

Patch 2

General changes

  • Added pseudo random distribution to critical strikes and procs.

What this means is that everytime you attack and don’t trigger a critical strike, the chance of you triggering a critical strike increases slightly. This should help flatten the bell curve slightly when it comes to large periods of either no critical strikes happening, or all critical strikes triggering in a row.

  • Generic damage reduction effects now stack multiplicatively rather than additively.

Previously some careers have had the potential to stack damage reduction effects in such a way that they become impervious to damage. This was changed to address the stacking of damage reduction, while also opening up more options to add more sources of damage reduction into the game.

Footknight

Designer general comment - I think that the missguided nature of the cu...

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Nothing quite Screenshot ready I’m afraid!

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We’re looking in to it. Odds are it will re-appear in the next 30 minutes! Sorry for this.


13 Jul


11 Jul

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Depending on what you do, sometimes the hands around the hilt of the weapon don’t follow the hilt properly, as seen in the screenshot. This is most noticeable when turning around to the right, but can happen in other situations such as when jumping.

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(notice the left hand hovering away from the hilt instead of following it properly - right hand is correct)


10 Jul

Comment
    Brytarn on Forums - Thread - Direct

Patch 1

Weapons

  • Blunderbuss - Increased max ammo from 12 to 16
  • Grudgeraker - Increased max ammo from 14 to 16

Shotgun weapons have a strong presence with powerful damage but they have always had an issue with sustain. Adding a couple of extra shots should help somewhat with this.

  • Sword & Dagger - Re-added 10% additional critical strike chance for Light attack 3 & 4, heavy attack 2 and push attack.

This change was abit heavy handed. The intent was never to invalidate the weapon, but rather further emphasize the requirement for precise attacks to maximize it’s efficency. The bonus critical strike chance has been added back into the later attacks of the weapons combos to reward players that plan their attacks and dodge around enemies.

  • Shade Volley Crossbow - Max ammo capacity increased to 45 to match Saltzpyres crossbow.

Bugfixes

    ...
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    Brytarn on Forums - Thread - Direct

Patch notes for the Big Balance Beta will be contained in this thread.

Original Beta Patch patchnotes:
Melee weapon changes
Ranged weapon changes
Talent changes

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Please let’s try to be constructive with the feedback and stick to dedicated threads for it. It’ll help us! This thread is getting noisy and what we need right now is signal. So make feedback threads where needed and be sure to give support to feedback you agree with.

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Heroes,

It is time to celebrate once more! Another year has passed by and Warhammer: Vermintide 2 is celebrating its 2-Year Anniversary on Xbox One (July 11). Between July 10 and July 19 you can enjoy the anniversary in game. The mission ‘A Quiet Drink’ makes a return and of course, you can earn a suitable portrait frame!

This latest update also removes the Mixer game mode and replaces it with Twitch mode.


09 Jul

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I think only the non-shield bash heavy attacks.

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Then I don’t understand why you care about the nerf to the crit chance of these weapons light attacks. You don’t use light attacks to kill bosses, you pop an ult and heavy attack them, and the heavy attacks are untouched. Shade’s dual dagger monster damage potential is basically untouched with these changes, yet the dual daggers’ and sword & dagger’s ability to deal with hordes (which they do by spamming light attacks) is diminished thanks to these changes.

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    Brytarn on Forums - Thread - Direct

Thank you @Argonaut14 , very interested in hearing more thoughts on the beta as a whole!

Regarding the concerns of power creep, it is something we’re always being mindful about when it comes to more involved and sweeping changes to the game, such as this balance beta. The goal is never to trivialize content, but rather to explore making different options feel just as viable when it comes to playing the game compared to what everyone is used to. Given your example with the new Unchained talent, that should not be the end all be all for how you want to play Unchained. If you love the “life on the knife edge” playstyle that is core to Unchaineds identity you shouldn’t have to feel forced into picking a talent that negates this. If this talent does so in it’s current state, chances ...

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    Brytarn on Forums - Thread - Direct

Hey there.

I’m the game designer in question when it comes to vetoing and implementing these changes into the game. None of the tweaks implemented with the balancing goes beyond the possibility of any of the decisions that I would have made myself. If they did, they would not have been included in the game and it’s the reason that the mod could be utilized as the starting position of having this balance beta.

I’d love to hear your feedback on what it is you disagree with regarding these changes. The sole reason behind having this as a beta is to gather feedback and test changes before we put them into the live game. If you feel uncomfortable with sharing this publicly, feel free to PM me directly.

Best regards,
Kasper

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If you find bugs, be sure to post them in the #bbb:BBB-Bugs channel for best visibility!

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We’re all having the same problem, Hedge is looking in to it.

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I disagree with this approach for nerfing the executioner’s sword, but I agree with the intent. I’ll have to see ingame to give proper feedback, but my first impression is that this tackles the problem of the executioner’s sword wrong, as it hurts it in absolutely all aspects and probably makes the weapon just feel unsatisfying to use (which is the worst kind of nerf - when you nerf how fun it is to use rather than its actual effectiveness)

Its main problem is, precisely, that it performs well in all situations, and I’d say we all agree that it’s the absolut...

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I’m loving these changes! Specially the talents, holy hell! It’s Hero Time looks -amazing-!!

wait, is this permanent for the match? Holy hell that’s huge
There’s some other talents that also look like they work as a permanent buff that you work towards and it seems bloody amazing, I love it.

As for the weapons, I agree with most of them, but not all, I’ll have to see those in particular that I disagree with.

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All Big Balance Beta related posts should be in here.

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Talents

Markus Kruber

Foot Knight

  • Have at Thee! - (Reworked)
    Staggering an elite enemy grants Kruber and his allies 100% increased cooldown regeneration rate for 0.5 seconds.

  • Taal’s Champion - (Reworked)
    Kruber takes 50% of the damage the closest ally takes instead of them. This damage can be blocked. Effect dissipates if Kruber falls below 10% health. Removes passive aura.

  • It’s Hero Time - (Reworked)
    Resets the cooldown of Charge when an ally is incapacitated.

  • Trample - (Reworked)
    Doubles the width of Krubers charge and allows him to charge through great foes.

Bardin Goreksson

Ranger Veteran

  • Share and Share Alike - (Reworked)
    Killing a special has a 50% chance to drop an Ale that increases attack speed by 3% and movement speed by 4% for 3...

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Ranged Weapons

Beam Staff

  • Overcharge generated by shotgun blast reduced significantly (~33%)
  • Weapon switching while charging the weapon is reduced from 0.2s to 0s (matching all other staves)
  • Weapon switch window after a shotgun blast reduced from 0.4s to 0.3s to match the 0.31s animation time of the shotgun blast.

Modder comment: The weapon has a target limit of 10 (quite low relative to other staves) within its AOE cone, which can be quite punishing if you fight hordes dense enough to reach that target limit, overcharge was reduced with this target limit in mind.

QOL changes like instant weapon switching while charging are to help reduce the jank with the weapon, and similarly, the weapon switch after a shotgun blast is to prevent missed inputs (if you queue up a weapon switch and light attack immediately after a shotgun blast, you will hold down the left click beam before we...

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