Warhammer: Vermintide

Rebalancing the big balance patch – Temporary Health

warhammer 5 - Rebalancing the big balance patch - Temporary Health

Intro

Hello, I am a Legend player who started playing Vermintide 1 (143hours) and about a year after when Vermintide 2 came out i really fell in love with the game, I got into the beta for Vermintide 2 which i played for 51 hours, as I am writing this post i currently have 599 hours and play exclusively legend. I rarely fail legend in pubs and almost never fail with friends (about 1 in 15)

Also I should note that I am not a native english speaker so excuse some mistakes

I want to share my thoughts on current state of level 20 talents and also give some suggestions on how they could be improved

  1. Heal share talent

Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

Removed

Barkskin necklace trait

Taking damage reduces the damage you take from subsequent sources by 40% for 2 seconds. This effect can only trigger every 2 seconds.

– Changed into

Healing yourself with a First Aid Kit or a Healing Draught heals you and nearby allies for 20% of yours/their maximum health.

Note: This is a very strong talent, but by making it so it heals the user only for 20% of theirs maximum health it would probably be balanced, if not just slap on a -25% temporary health generation

  1. Health-on-stagger

Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.

Removed

Note: Pushing for HP is weird gimmick other than that it is not really good. Tested it with dual hammers which are probably the best weapon for stagger without pushing. Health on cleave still outperforms it.

  1. Health-on-kill

Melee killing blows grants temporary health based on the health of the slain enemy based on enemy class

– Non-Mansized: +20HP (Chaos Warrior, lords, bosses)

– Special: +10HP (Gutterrunner, Leach etc.)

– Elite: +4HP (Stormvermin, Mauler, Plague monk, Berserker)

– Other: +1.5HP (Rot zombie, Slave rat etc.)

Killing an enemy with other than melee means grants half of the hp (example: Stormvermin would grant 2HP)

Note: HP-on-kill is not good enough, bigger enemies are killed from range and horde enemies give almost nothing (around 0.25hp for a kill). This version would work good in hordes for high damage weapons that can one-shot slaverats or rotzombies, giving more health than the health on cleave

  1. Health-on-crit/headshot

Critical strikes and headshots grant 3 temporary health. Melee critical headshots restores twice as much.

Note: The description is wrong, it gives 3 temp hp even on live. Keeping it without the reduction on other than melee means makes it strong for ranged combat

  1. Health-on-hit (cleave)

Hitting enemies grants 1 temporary health. Max 5hp per attack. Hitting enemies with other than melee means grants 50% of the health (Damage over time will not give any health (handmaiden's dash, fireball staff, hagbane bow))

Note: Changed description and added the other than melee, also removing the possibility of abuse with damage over time

Read:  Counter PSA : Marauder & Berzerker damage - The Diminishing Damage Bug

Tl;dr

Replace Barkskin with Healshare talent and remove Health-on-stagger, every hero will get the same talents. Temporary health can be gained even without using melee but it would be halved.

  1. Health-on-kill (Hard-hitting weapons, weapons that can oneshot trash in hordes)
  2. Health-on-crit/headshot (Weapons and/or high crit chance and ranged heroes)
  3. Health-on-hit (Fast and cleaving weapons)

So, what do you think?

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