Patch 8
Huntsman
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Sure Shot, changed - Headshots grants a stack of Sure Shot. Ranged hits counts as headshots. Max 4 stacks. Headshots don’t consume stacks of Sure Shot.
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Free Shots - No longer grants a stack on Blunderbuss bash attacks.
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Distance Reduction, changed: Every 8th Melee kill grants a stack of Sure Shot.
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Longshanks - Damage reduction stack granted on both Special and Elite kills.
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Reset - No longer grants 30% cooldown reduction.
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Waste Not, Want Not - Removed (The functionality to remove it went live in the first rework patch but the tooltip was not updated properly).
The intent of the Huntsman rework was not to remove the reward for skilled play, but rather open up for a subset of players that might have felt daunted by the high reliance on headshotting to trigger effects in his kit. While the idea of Sure Shot as a resource is interesting, the amount of stacks you could gather became eggregious, aswell as the way you gained them being too static aswell as encouraging some weird gameplay. This change should reward skillful players while also opening up talent options for those that want a more straight forward approach to Huntsman. We will continue to monitor the feedback and performance of this new itteration and make changes accordingly.
Bugfixes
Fixed a range of issues with inconsistencies in the original beta patchnotes for some changed weapon properties. Fixes include:
- Kruber & Sienna Sword Heavy headshot damage not being increased.
- Kruber & Sienna Sword light attack 3 damage being reduced, instead of increased.
- Kerillian Sword light attack 3 not receiving it’s headshot and armour damage buff.
- Kerillian Spear Light stab attacks not receiving it’s intended damage increase.
- Sienna Mace Heavy 1 not receiving it’s intended damage increase vs super armour.
- Bardin Dual Hammers gaining an unintended damage increase on diagonal heavies.
These are the most eggregious issues that have been reported throughout the beta period. If more issues are found, please report them in the bug forums and we’ll make sure to look into sorting it out.
Additional Bugfixes
- Fixed an issue where 2h Hammer push attack counted as a heavy attack.
Statement from Design
The time period we had alloted for the summer balance beta is drawing close to an end. The beta will run throughout next week, then the results will be finalized. Most of the goals for this beta, namely experimenting with a set of balance changes to weapons largely based on community driven feedback aswell as testing out some new directions in regards to career design, have been successful. The amount of engagement and discussion by everyone in the community shows once again that balance in PvE co-op games does indeed matter.
Speaking personally, I would love to be able to run these kind of events as a regularly re-occuring thing, but they are very resource intensive endeavours and thus must be scheduled as such. Outside of balance there’s alot of cool things coming in the future of Vermintide 2 that requires the attention of the sharks working on the balancing beta right now. As stated in a previous post, we are planning on running another round of balancing later in the year, primarily focusing on the careers that were not touched upon in this beta. Until then I’d like to thank everyone for their participation and commitment to help in making Vermintide 2 the best co-op game it could possibly be.