Warhammer: Vermintide

Big Balance Beta Feedback part 3

warhammer 7 - Big Balance Beta Feedback part 3

The content of the article

In which I attempt to fight with Reddit Formatting.

So I played a bit more of the beta build and I had some more thoughts.


Temp health:

The changes to temp health are interesting, though I feel like the increased decay whilst in combat, might have the unwanted effect of making some people rush ahead, to attempt to keep the temp HP going. While I personally like to play at a brisk pace, I fear for some of the newer or less experienced players who may be subject to a lot more geniuses rushing off ahead and either getting themselves killed or not being around to help their team.

Temp health on stagger seems fairly balanced now, probably still the best choice though, especially versus on cleave.

On cleave seems alright, but perhaps a bit weak, it's definitely inferior to on stagger, especially when the choice is between the two.

On kill seems better than it was before, but could still maybe do with a bit of a buff. I also still have my worries about the talent in that it means you have to compete to get the killing blow. I think it should instead return a percentage of the damage dealt as temp health on larger HP targets like specials, elites and bosses.

On crit feels good on certain careers, but maybe not as much on others. For instance, it feels weak on Bounty Hunter, and it would make more sense on a different career such as Mercenary, Zealot or Pyromancer who all have better crit. (And Bounty Hunter should have on cleave or on stagger instead of crit)


Weapons:

Dual swords – These things are still insane, with or without shade. While I'm glad that dual swords are finally powerful, I don't think they should be like this, since at the moment charged attacks are mostly uselss compared to spamming light attacks. The push attack could also use some love, what if it used both swords much like the dual dagger's second charged attack? Also by the way, I'm still confused. What was meant by "All attack can slide past armor." in the original patch notes? versus dummies, it seems that light attacks can cleave armoured targets, but in game they still stop at stormvermin.

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Sword and dagger – No buffs other than push stamina cost in the last update, but they really need it. First 2 light attacks should have more damage and first charged attack should be reverted back to the dual swords charged attack. It's bad enough that the second charged attack gets nerfed alongside dual daggers charged, but why also nerf the first one?

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Glaive – again, like I said last post, the glaive feels too fast and awakward to use now, especially concerning block cancelling. The changes to light and charged attacks damage versus armour is fine though.

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Dual axes – This is where I'm confused again, upon testing on dummies, it seems like the light attack damage was buffed, but charged attack damage was nerfed, contrary to the patch notes. Anyone else experience this?

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Fire sword – I'm not getting the hype around this thing. I've heard that it's finally good, and while I overlooked the impact of the changes to the first charged attack, which now has a lot of stagger, especially useful for chaos warriors, the dagger also had this change. On top of that, the dagger is in my opinion better in every way since the firesword still has pretty slow light attacks and poor armour damage overall.

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1h axe – I'm saying it again, it needs higher damage vs infantry on light attacks first target. While it can technically currently reach the 1shot fanatic breakpoint, it requires quite a lot of investment including either the grimoire talent for WHC, which means you have to give up deathknell and also doesn't apply for a large chunk of many levels, hunter trait bonus on Bounty Hunter, meaning you have to give up scrounger or the damage stack bonuses for zealot which aren't always active either. Also, why was damage to secondary targets nerfed in the beta? I get that it's meant to be more of a single target weapon, but that's also contrary to it's (relatively) low single target damage, I mean compare it to the halberd and glaive which both do more damage and hit more targets.


Careers

Pyromancer – She still feels alright, though not as strong. I'm glad the 10% damage passive was brought back and cooldown reduced to 60 seconds, since those changes were a bit overkill on top of other things. As for the beam staff/beammancer, I'm glad all that wiggle crap is gone, though only time will tell if that will mean people stop using it like a damn laser pointer and burning me every chance they can get (probably not). I do kind of wish that beamsniping (hold leftclick for beam, then rightclick) was just a little bit better, epsecially on headshots. It would be nice if it was possible with a lot of investment (like 50% power vs SV, including the 10% passive bonus) to 1shot legend stormvermin with a quicksnipe headshot. I don't think it would be too powerful, considering the likes of crossbow and empire longbow being able to 1bodyshot legend SV with a certain amount of power.

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Bounty Hunter – The cooldown reduction was nice, brings it more in line with shade's ability which has similar usage to bounty hunter's such as deleting chaos warriors and aiding in boss kills. I still think that Bounty Hunter got overall nerfed due to one playstyle (scrounger crossbow) and it negatively affected other playstyles. Though I'm not going to argue those changes anymore, but instead I think maybe the other ranged options need a buff.

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Repeater pistol definitely needs something, like faster spin-up times and more ammo, volley crossbow might also need some minor buffs, though more so to make it viable for other careers. Faster reload and maybe a bit more ammo maybe? Brace of pistols also needs more, while it was buffed in the last patch, which is weird because no other ranged weapon got any buffs (repeater handgun says hello), but it also doesn't really address any of its problem aside from ammo (the ranged dropoff buff is nice too). It still has horrendous monster damage, and it doesn't really synergise well with Bounty Hunter either. I propose a bit of a rework: Left mouse should act like the current right mouse fire, allowing you to fire as slow or fast as you want up to the maximum firerate, whilst right mouse should bring up both pistols, maybe zoom in slightly and allow you to fire both pistols at the same time, up to a maximum firerate (slower than the rapid fire).

Another thing: With the changes to blessed shots, I don't think bombs should trigger it, I mean a crit bomb is overkill anyway. Either that, or prize bounty should have the effect of 10% chance not to consume bomb when triggering blessed shots, similar to the new ranger veteran passive.

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