Warhammer: Vermintide

Observations you might find surprising

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Observations from PuG legend run…

  • Of 50 recent legend difficulty trials throughout different time zones (Around evening of US EST, Asia-Pacific), failed 37 tries, succeeded 13. All teams were of random joining, never stayed in the same team for additional tries. (It is possible I might have landed in same team after a separate quickplay launch in some cases.)

  • Out of 13 successful tries, 9 teams had composition of 3 "tank" careers or more. (Any combination of Footknight, Ironbreaker, Zealot, Handmaiden careers)

  • Out of the rest 4 successful tries, 2 had two "tank" careers. (Any combination of Footknight, Ironbreaker, Zealot, Handmaiden careers)

  • Out of the rest 2 successful tries, 1 had 1 "tank" career. (Any combination of Footknight, Ironbreaker, Zealot, Handmaiden careers)

  • In the final successful try, there were no "tank" careers. (Any combination of Footknight, Ironbreaker, Zealot, Handmaiden careers) — notably, this successful try also had no real "melee" career and consisted solely of "ranged" careers. (Any combination of Huntsman, Ranger Veteran, Waystalker, Bounty Hunter, and any Sienna career)

  • Out of 37 failures, 9 had 4 "ranged" careers (Any combination of Huntsman, Ranger Veteran, Waystalker, Bounty Hunter, and any Sienna career)

  • Out of rest 28 failures, 24 had 3 "ranged" careers (Any combination of Huntsman, Ranger Veteran, Waystalker, Bounty Hunter, and any Sienna career)

  • Out of rest 4 failures, all 4 had 2 or less "ranged" careers (Any combination of Huntsman, Ranger Veteran, Waystalker, Bounty Hunter, and any Sienna career)

  • Out of 37 failures, 10 instances of team wipe were caused by hordes alone.

  • Out of rest 27 failures, 12 instances were caused by combination of horde + boss.

  • Out of rest 15 failures, 11 instances were caused by combination of horde + specials

  • Out of rest 4 failures, 3 were caused by combination of horde + specials + boss

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  • The final 1 failure was caused by a combination of boss + special

  • No failure was caused by special or boss alone

  • Though unquantifiable and immeasurable, the feeling of "easiest" legend run was with the 1 successful try that had no melee/tank careers.

Conclusion

Based on this, I'd conclude that when it is provided that all 4 players are high in skill level, "know what they're doing", and conditions go right, a ranged-heavy team composition is indeed "easiest" to play the game with. However, contrary to what people like to think, the odds of being landed in such a team isn't high, and the odds are, a ranged-heavy team is likely to fail, and especially fail because they cannot adequately contain an incoming horde sufficiently. I might conclude that the biggest self-deluding farce people have been holding onto is the claim that "defensive/tanky careers are less efficient".

Rather the opposite — a talented, skillful ranged-heavy team is more of an idealized and fantasized version of reality which people would LIKE themselves to be — clearing legend easily and expertly through ranged attacks alone, and not having to grunt and sweat over blocking off hordes in melee, is a DREAM people have, not reality.

Or at least, it doesn't happen often enough to be justified as a reality. It's what people may strive to be, and what people base their theorycrafting on, but it doesn't fit the reality.

In reality, like it or not, those mundane, clumsy feeling tanky dudes and dudettes are in all probability the ones behind the success of your legend run.

At least, if you're an average-level guy, skill-less, normal person like me who reside in the fattest belly of the bell curve.

If you're the minority thin part of the bell curve that's the most l33T in this game, obviously things can be very different. But the question in this case would be, "are you really?"


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