Warhammer: Vermintide 2 - [Fatshark] Hedge


https://store.steampowered.com/app/1033060/Warhammer_Vermintide_2__Winds_of_Magic/

Heroes!

We're incredibly excited to announce the first expansion for Warhammer: Vermintide 2 - introducing a brand new enemy faction and new challenges to the game.

As a meteor crashes down in the Reikland, the Beastmen emerge from the depths of the Reikwald forest and rush to the epicenter to claim it as a Herdstone. It is up to the 5 heroes to stop them before a dreadful disaster strikes the Empire.

KEY FEATURES
  • New Enemy Faction: Beastmen
  • New Higher Difficulty
  • Raised Level Cap
  • 5 New Weapons
  • New Adventure Level
  • New Game Mode: Winds of Magic - Bring your friends and try to complete a new set of challenges with increasing difficulties in the weaves of the eight Winds of Magic.

You can find out heaps more information over on PC Gamer (linked below), and we'll of course be talking more about this in the coming week as we celebrate the 1-Year Anniversary of Vermintide 2.

https://www.pcgamer.com/vermintide-2-winds-of-magic-beastmen/
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Patch 1.5 went live yesterday and today we're plugging some holes.

22 Feb - Hotfix - 1.5.0.4
  • HUD scale can now be decreased down to 50% of the actual size (down from 70%).
  • All HUD-components are now effected by the HUD scaling.
  • Fixed an issue where players could select hero skins for salvage.
  • Fixed a crash that could occur when a Chaos Spawn despawned (was killed in Event mode) while grabbing a player
  • Fixed Twitch mode HUD not appearing for clients

20 Feb - Hotfix - 1.5.0.3
  • Kerillian's Glaive - moved the block input up in priority plus added a short block cancel-window at the start of each light sweep which should enable players to cancel out reliably. This should stop cases where the glaive did a light attack instead of blocking, in the case where block input is held.
  • Fixed an issue that could cause a crash if getting interrupted when firing a blunderbuss or grudge-raker before the first pellet had left the weapon.
  • Fixed the unobtainable Grimoire on The Pit.
  • Fixed an issue where the game could crash if a player that was leaving the game was near a player that did a shield slam attack.
  • Fixed a couple of cases where some weapons still could be shot faster by spamming the reload button.

19th Feb - Hotfix 1.5.0.2
  • Fixed an issue where Brace of Pistols couldn't crit.
  • Fixed a crash that could happen if hitting the shield of an enemy at the same time as the enemy was despawned.
  • Fixed cases where players were stuck on 83/84 Bogenhafen Cosmetics collected in the new Okri's Challenge.

19 Feb - Hotfix 1.5.0.1
  • The most common crash has been fixed*.
  • A crash that could occur when using a gamepad has been fixed.
  • We have had a quick pass over the Magazine-fed weapons reload behaviour. There's more to come, but they should be a little less ridiculous.

*Some mods may still need updating so we suggest checking out the Patch 1.5 - Mods and Crashes thread in the forums for details on how to troubleshoot those:
https://steamcommunity.com/app/552500/discussions/0/3203652426719631094/
Warhammer: Vermintide 2 - [Fatshark] Hedge

Heroes!

Welcome to Patch 1.5 - bringing you two new features and of course some fixes and tweaks.

Introducing the new Weekly Events! We hinted at these live on our Fatshark Stream a few weeks ago and we're pleased to bring you the first set of Weekly Events with this update. Think of these like Mutators that shake up the gameplay and add new interesting twists to the Vermintide experience you know and love.

This update also introduces the long awaited chance to populate the Picture Frames found on the walls of your Keep. You can start accessioning your collection of fine works as of today. Details on how the current batch of available art is acquired can be found in the patch notes that follow.

We'd also love it if you could spent a couple of minutes with our 1.5 Feedback Survey once you've had a chance to check the patch out. Feedback is anonymous there, but if you'd also like to discuss feedback with your fellow rat slayers, the Fatshark Forums are still open for business!

Now on to the notes:

Features
  • New Weekly Events are now available to play. These are 'mutators' which change the way the game is played.
  • You might have seen those picture frames in the Keep for the last year - well now it's finally time to populate those frames.
  • Every level has now been populated with scraps of Ravaged Art. Collect all these and complete your collection.

Tweaks
  • Updated the Collector's Edition Soundtrack with additional music from DLCs.
  • A new Challenge has been added for owners of the Shadows Over Bögenhafen DLC. Once you have collected all Bögenhafen cosmetics, the weekly quests will no longer be available and the new Okri's Challenge will be completed, rewarding you with new artwork for your Keep.
  • End of level experience gains from difficulties beneath Legend now match those of Legend.
    We want to smooth out the progression curve for players across the board. If a player doesn't feel comfortable playing on a higher difficulty their level progression would be severely stifled, further increasing the time it takes for their character to reach a Hero Power that would make it easier to bridge the gap.
  • We have made some adjustments to the Warpfire Thrower:
    • Increased stagger resistance, especially while shooting the Warpfire Thrower.
    • Increased damage of the explosion when the power cell explodes on players and other enemies.
    • Increased damage of the Warpfire Thrower to other enemies.
  • We have made some adjustments to Burgersauce Haybale:
    • Increased stagger resistance.
    • Lowered the time of each phase to 20 seconds, down from 30 seconds.
    • Increased the teleport animation speed by 40%.
  • Bödvarr Ribspreader now a uses a different stagger animation when staggered by abilities or bombs, several staggers in a row will switch to a shorter animation, followed by an uninterruptible pushback attack if he gets staggered too much.
  • Bödvarr Ribspreader will now exit his defensive phase earlier if an amount of his spawned allies have been slain.
  • We've made changes so that the escape music is triggered on objective change instead of triggering using the objective counter for reasons. It makes sense. We promise.
  • Slightly increased the speed you move at when carrying the gargoyle head (on Garden of Morr) to prevent quickly switching between moving and running animations.
  • Upped the amount of ragdolls that can be spawned simultaneously to minimum 10 and maximum 24, up from minimum 7 and maximum 12.
  • Changed crossbow zoom position in first person to be more centered to work better with the dwarven crossbows, also raised the bolt position a bit so it won't clip into the crossbow as much.
  • Changed Kerillian's dual swords idle so the left sword won't obscure the center point of the screen as much.
  • Added dynamic UI scale to support 4k.
  • Added settings to scale down HUD components.
  • Made some improvements to bot teleport and the conditions that trigger it.

Levels
  • Athel Yenlui - There was a spot in the finale in which enemies could not reach you. Now they can.
  • Horn of Magnus - Fixed a couple of stuck locations.
  • Fort Baconbranches - Fixed a location where players could get stuck.
  • Taal's Horn - There were some items in the keep surrounding Lohner that used to disappear at certain distances. Now they don't.
  • Taal's Horn - Made some optimisation changes to have the keep be a little less resource hungry.
  • Blightreaper - Fixed a stuck location (between an ammo box and a wall).
  • Blightreaper - Fixed broken objective markers during the end event.
  • Blightreaper - The VFX for the curse should now be visible to all players as intended.
  • Blightreaper - Enemies should no longer be able to path through the wagons and boxes.
  • Hunger in the Dark - An objective marker during the barrel run is no longer misleading.
  • The Pit - Fixed a flickering light seen on the wall at the 'Enter the pit' objective.
  • The Pit - Enemies should now be able to path narrow ledges and passages more effectively.

Bug Fixes
  • Fixed so that Slayers with Dual Hammers in their secondary weapon slot can get progress on the Grungni's Chimes challenge (slay all Lords on Legend difficulty with Dual Hammers).
  • Fixed issues where enemies that were disabling a bot would get removed whenever the human players walked too far away from them.
  • Fixed an issue where Bödvarr Ribspreader and Skarrik Spinemanglr triggered their defensive pushback attacks when invisible players were nearby.
  • Fixed an issue where the game could crash if a player left the game within three frames of a lifting platform coming to a stop.
  • Fixed one issue where Gutter Runner could instantly pounce without windup.
  • Fixed crash that could occur if a bot that was dead (but not yet despawned) looked at a player that disconnected.
  • Fixed a weird transition in 2h hammer/axe when going from push attack back to parry.
  • Fixed ranged weapon trait Barrage sometimes failing to reach max stacks with slow firing weapons.
  • Changed sweep attacks to finish the current sweep when being interrupted by a chained attack. This should solve issues where certain attacks wouldn't hit enemies just before a new chain action was started.
  • Fixed an issue where a player using a Career Skill and getting grabbed by a Corruptor Sorcerer would get stuck in a static pose.
  • Fixed a situation where Monsters or patrols or Sack Rats could spawn later than intended.
  • Fixed a rare crash caused by Pyromancer Sienna's activated ability when used during combat.
  • Players should no longer be able to hotjoin underneath lifting platform, instead the game will put the joining player in play once the party have left the lifting platform.
  • Fixed not being able to give away Incendiary Bombs with the "Defend" keybind when have the gameplay option "Give on defend enabled".
  • Bardin - Fixed the hammer that was offset from the gun in one of his handgun illusions.
  • Mercenary Kruber - Fixed clipping issue with Kruber's leg protector whilst wielding the mace & sword.
  • Mercenary Kruber - His left gauntlet no longer clips with his left arm when holding larger objects like barrels or dummies.
  • Huntsman Kruber - Fixed so that the chain action window for reloading matches his reload speed so it doesn't break the animation during reloads whilst under the effect of his activated ability.
  • Battle Wizard Sienna - Fixed an issue where using a Flamestorm Staff wouldn't reset Tranquillity until the left mouse button was released.
  • Saltzpyre - Brace of Pistols now uses a projectile with a radius, making them hit more reliably.
  • Saltzpyre - Fixed animation transition quirks with his repeating crossbow.
  • Witch Hunter Captain Saltzpyre - Fixed an issue where the critical hit chance buff wouldn't be refreshed if triggered again before the duration had ended.
  • Kerillian - The dual sword chained heavy attack was missing swing sounds. Now it isn't!
  • Kerillian - Fixed an issue where her 1h axe would flip around in third person when she jumped.
  • Kerillian - Fixed an issue where she would get stuck in her parry pose in third person with dual daggers.
  • Kerillian - Fixed an issue where she would get stuck her 2h sword idle after performing the heavy stab attack.

UI/UX
  • Fixed a dwarven 2h axe illusion using the wrong icon.
  • Fixed two dwarven Hammer and Shields using the wrong icons.
  • Fixed localization string for shield breaking weapon keyword. Armour piercing and shield breaking was swapped. Should now function properly.
  • Updated keywords for Ubersreik weapons: Axe/Falchion, Dual Hammers and Mace/Sword. Functionally the weapons remain the same:
    • Axe/Falchion has had the keywords changed from Armour Piercing to Crowd Control.
    • Dual Hammers has had the keywords changed from High Damage to Crowd Control. It has also had Armour Piercing changed to Wide Sweeps.
  • The position of the background art of the ammo counter now correctly re-aligns when the window size has been modified.
  • Fixed line-break issues for talents on certain languages.
  • The HUD should now be correctly hidden when counting down for a mission to start.
  • Adjusted career info window size in hero selection and talent screen to solve text overlapping on certain languages.
  • Fixed so that buff stack counter is hidden when going back to 1 from a higher buff count.

Sound
  • Fixed an issue where overcharge sounds would still be playing after using a Career Skill and having a Talent that clears all overcharge.
  • Fixed an issue where the VO for hitting armour would be played when pushing an armoured enemy.
  • Fixed several cases where sound effects from Career Skills would play in 2D when they should play in 3D, and vice versa. Most notably when bots where using the Skills.
  • Fixed a case where sound effects from Skaven would play in 2D when they should play in 3D.
  • Fixed an issue where blood splatter and hit sounds would be played when pushing a dead enemy.
Warhammer: Vermintide 2 - [Fatshark] Hedge


"It is a time of darkness and despair.
When flakes of snow tumble through the air.
The wolves' howls will give you no rest.
As you show off your sweet rewards from these Mondstille quests."

It is time for 1.4.1 - update #44 - bringing you a couple of winter season event quests & rewards to keep for ever more. These event quests will run until Wednesday, Jan 9 - there's plenty of time to get these new animated Portrait Frames, so go and get in line.

We are also running a Double XP Weekend, from Friday, Dec 21 19:00 CET to Tuesday, Dec 25 19:00 CET.



Known Issue(s):
  • "A challenge says to quickplay, but any legend run will count,
    Custom included, just run the required amount"

    (The 5 Quickplay Legend "event" challenge mistakenly states quickplays. You can complete the 5 runs on custom games as well.)

Audio
  • "Olesya brings a gift you all will like,
    Debriefing voice lines added for 'Back to Ubersreik'"

    (Added debriefing voice lines for the Back to Ubersreik levels.)

  • "“Hurry up, we don’t have all day” - Lohner said before you entered the Bridge of Shadows,
    He will now pester you less if you are ready to transpose."

    (Lohner will no longer pester you to hurry up when you are alone in your keep. And he will do it less often when you're in a party with the Bridge of Shadows ready.)

  • "There was peace and quiet across Helmgart, and all were sleeping softly in their beds,
    All but Kruber, being busy as his Executioner's sword now consistently played signature sounds when chopping off heads."

    (Fixed the remaining cases where Kruber's Executioner Sword didn't play its signature sounds when chopping heads.)

  • "The Crowbill was noisy, and caused quite a fright.
    The sound has been tuned now and should be less... bright."

    (Updated the sounds of Sienna's new Crowbill - it's less loud and annoying now.)


Bug fixes
  • "The Huntsman could prowl before his bow had loaded,
    and in doing so found himself quite imploded.
    This has been corrected, as it has been re-coded.
    No more Kruber disconnected, unloaded."

    (Fixed a rare crash that could happen when activating Huntsman Kruber's Career Skill after changing ranged weapon and before the weapon had loaded.)

  • "Joining during the finale of the Garden of Morr;
    A big crash boom bang could easily occur.
    This is now fixed, cured to it's core.
    Commence slaying rats and burning their fur!"

    (Fixed a crash that could occur of hotjoining during the end event on Garden of Morr.)

  • "An Ubersreik illusion can only do so much,
    In some place it seems you got stuck,
    Players, bots and enemies were prone to such,
    Levels have been patched up with some Nurgle Muck!"

    (Fixed many issues with Horn of Magnus, Garden of Morr, and Engines of War. These includes fixing places where players, enemies, and bots could get stuck. Or making sure players would not spawn, or hotjoin in incorrect places.)

  • "Grimoires can make you sickly,
    They decrease health so you might die more quickly,
    Horn of Magnus’ second grimoire proved to be a little tricky,
    Reaching it now is less finicky."

    (Made the second Grimoire on Horn of Magnus less awkward to reach.)

Balance
  • Dual hammers:
    "There's nothing like a festive rhyme,
    to say it's dual hammer time,
    to increase stagger, cleave and range,
    also chained light attacks will see some change"
    • (Bumped range across the board.
    • Switched diagonal heavies to medium tank profiles, more cleave and stagger.
    • Fixed issues with hit stop anims triggering on the "leading" hand weapon on heavy attacks.
    • Increased light chain attack speed slightly (like 15%).)

  • Mace Sword:
    "All you need is a little tweak,
    three things were going a bit too hard on the killing streak,
    Mace and sword requires a little more technique,
    and the damage will still be at peak."
    • (Bumped range slightly across the board
    • Tuned heavy damage templates:
    • Lower damage (from 0.3 to 0.225 for mace and from 0.275 to 0.225 for sword) and lower headshot multiplier for sword (from 2.0 to 1.5).)

  • Crowbill:
    "Couldn't get through armor with the right hit?
    The damage was aimed towards the wrong crit,
    Now you can smack them straight,
    with crit on the right trait."
    • (Lowered raw damage on light attacks (from 0.2 to 0.175).
    • Fixed an issue where light attacks used the wrong crit settings (too little damage vs armor, to much vs unarmored and bosses).)

Tweaks
  • "What is that under the tree?
    A re-factorisation of the weapon actions for thee,
    This should give you an easier start,
    So, mod away with all your heart."

    (Refactored weapon action code in order to make modding around weapons a little bit easier.)



Snow and flurry, rush and hurry
Don't get eaten by the wolf.
We hope you all,
like this rhyme.
Festive wishes,
in Mondstille time.
--The Fatshark Team
Warhammer: Vermintide 2 - [Fatshark] Hedge
The third wave of sanctioned mods is here - this time the total is up to 14 mods, and they are live now!

#Discussions_QuoteBlock_Author
"We have again taken the highest rated applied mods from the workshop and reviewed them for Sanctioned status. This time we have the largest wave yet with a grand total of 14 new mods for use in the Official Realm! Among them the long-awaited ‘Bot Improvements – Combat’ mod that finally has made all necessary adjustments to be viable for Sanctioning.

Enough with the blathering, time to let the new mods do the talking…
"

SANCTIONED MODS - WAVE 3

INFO DUMP FOR STREAMING
Creator: prop joe
https://steamcommunity.com/sharedfiles/filedetails/?id=1504702573
Auto-hides information from the screen while playing a level, making everything crisp and clean.


BossKillTimer
Creator: NonzeroGeaoduck7
https://steamcommunity.com/sharedfiles/filedetails/?id=1460327284
Times the lifespan of monsters and lords and shows it in the chat so you can keep track of how long you’ll have to survive!


Customizable Zoom Sensitivity
Creator: Skwuruhl
https://steamcommunity.com/sharedfiles/filedetails/?id=1498189723
Changes the sensitivity to match how much you zoom, making your game more precise.


Blood for the Blood God
Creator: ElCamino
https://steamcommunity.com/sharedfiles/filedetails/?id=1467945840
Warhammer: Vermintide 2, now with more blood.


UI Tweaks
Creator: prop joe
https://steamcommunity.com/sharedfiles/filedetails/?id=1467751760
This mod will help you edit the way your UI looks. You can reposition, scale and change direction of the different UI elements.


Buff Info
Creator: SkacikPL
https://steamcommunity.com/sharedfiles/filedetails/?id=1554931643
This mod will display information about buffs.


Countries in Lobby Browser
Creator: pixaal
https://steamcommunity.com/sharedfiles/filedetails/?id=1498992606
This mod shows the country code in front of the host’s name


Friendly Fire Indicator
Creator: nonzeroGeoduck7
https://steamcommunity.com/sharedfiles/filedetails/?id=1516618647
Know when you get friendly fire – the color indicator will change to green when a friend fires at you.


Crosshairs Fix
Creator: Skwuruhl
https://steamcommunity.com/sharedfiles/filedetails/?id=1569650837
Fixes the crosshairs to actually be representative of your spread.


Host Solo Quick Play Games
Creator: NonzeroGeoduck7
https://steamcommunity.com/sharedfiles/filedetails/?id=1495937978
Allows you to host a quick play session even if you are playing solo.


Item Filter
Creator: Gohas
https://steamcommunity.com/sharedfiles/filedetails/?id=1497664830
Provides advanced filtering options for your character inventory.


Notice Key Pickup
Creator: NonzeroGeoduck7
https://steamcommunity.com/sharedfiles/filedetails/?id=1502859403
A short message will be shown in the chat when someone in your game picks up one of the hidden keys.


Reroll Improvements
Creator: prop joe
https://steamcommunity.com/sharedfiles/filedetails/?id=1487862316
Show properties and trait on respective reroll screens and keep the same item slotted after rerolling.


Bot Improvements – Combat
Creator: Grimlackt
https://steamcommunity.com/sharedfiles/filedetails/?id=1395655171
A set of various tweaks that empower the fighting capabilities of bots in a fair manner.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Patch 1.4.0.2 has just gone live addressing some issues that arose with Patch 1.4 'Back to Ubersreik' as well as some balance tweaks and localisation fixes. The notes are below:



Localization
  • Various localization fixes to Simplified Chinese, Polish, and English languages.

Weapons
  • Kruber's Sword and Mace: These weapons should feel, and play nicer now that we've correctly configured settings for hit-impact sounds, hit-stop animations, precision sweeps and impact vectors. We've switched the heavy attack damage templates to the heavy one-handed versions. These weapons should now count and proc like heavy attacks while also increasing damage output by a lot - specifically against armor.
  • Saltzpyre's Axe and Falchion: We've updated hit-impact sounds to play blunt and slashing properly, as well as tuned up the animation playback speed of light attacks one and two.
  • Brace of Pistols: We've increased damage against Bosses by a lot, to adjust for the changes in ammo and reloading - from 0.75 to 2.5 near and 1.5 far range. Increased Power boost from 0.75 to 1.0 - which increases power for potions, and similar effects. We've increased the dodge range and speed from 1.1 to 1.25. Increased efficient dodge count to 100 (or pretty much infinite). Dodge dance away.
  • Incendiary Bombs have been tweaked:
    • Increased damage over time from 1 damage per tick to 5.75 damage per tick, on unarmored enemies. From 1 damage per tick to 1.75 damage per tick, on armored enemies.
    • Increased the duration of the damage over time from 3 seconds to 6 seconds.
    • Decreased the stagger radius from 3 meters to 2 meters.
    • Decreased the impact damage by about a half.
    (Incendiary bombs should now work much better against masses of unarmored enemies. It deals more damage to armored targets, except Chaos Warriors. But it does not have the as powerful impact damage and stagger effect that regular bombs have.)
  • Bombs have been tweaked as well:
    • Increased the damage multiplier versus bosses from 1.5 to 3.0.
  • Explosive barrels have been tweaked:
    • Increased the damage multiplier versus bosses from 1.5 to 2.5.

Bug fixes
  • Fixed an issue where you could become stuck with a wide crosshair when firing the Brace of Pistols. This could happen during regular fire, or during rapid fire shooting, or during reloads.
  • Fixed a crash that could occur where the file "D3DCOMPILER_47.dll" was missing for some players.
Warhammer: Vermintide 2 - [Fatshark] Hedge


Heroes, welcome Back to Ubersreik!

Our second DLC brings with it version 1.4, update #43. Which includes plenty of bug fixes and tweaks, three new missions and five new weapons for players who own Back to Ubersreik.

https://store.steampowered.com/app/975400/Warhammer_Vermintide_2__Back_to_Ubersreik/

Our DLC policy for Vermintide 1 is something that we are very proud of. Players who owned a DLC, could invite their friends along for the ride - not everyone in the party had to be owners. We felt that was a fair deal.

But for Vermintide 2, when we released our first DLC 'Shadows over Bögenhafen', we received feedback from our players that, because of how Quickplay works, the value proposition of our DLCs wasn't all that clear.

So for this release, we're changing how access to DLC missions works. From now on, in order to have a DLC mission be selected for Quickplay - you, or another player in your Keep, will have to own that DLC.

Where it was previously possible to join a DLC mission through Quickplay, even if you didn't own that DLC, from today that won't be the case. You will have to join a friend who owns it.

These changes also affect the missions from the Shadows over Bögenhafen DLC.

You can read more about this change to the DLC policy here including example scenarios and outcomes:
https://steamcommunity.com/app/552500/discussions/0/1744479698815616241/

We're in the process of making more finely grained options for random mission selection in Quickplay. In the next major update, planned for January, we will present players the option of playing only certain sets of missions - excluding, or including DLC levels.

https://www.youtube.com/watch?v=tmhOebY516g

Patch 1.4.0.1 Hotfix
  • Fixed a crash caused by using Bardin's Drakefire Pistols.
  • Fixed a crash that could occur at the end of Engines of War.

Patch 1.4
Levels
  • Added three new levels, remastered classics from Vermintide 1:
    • Horn of Magnus
    • Gardens of Morr
    • Engines of War
    These have all been brought up to the level of polish and quality of Vermintide 2, and are available to all players who own the Back to Ubersreik DLC.
  • Fixed an issue with the ladder at the start of Hunger in the Dark, which was hard to climb down.
  • Resolved some cases where Ratling Gunners would be able to shoot through rock walls.
  • Fixed an issue where players could respawn behind a boss wall on Against the Grain, and on Skittergate.
  • Fixed an issue where the farm key on Against the Grain would not be visible for hotjoined clients.
  • Fixed an issue where players could receive fall damage during an elevator ride.
  • The location around the first Grimoire on Righteous Stand has been modified to improve a performance issue. Players could previously reach the Grimoire through a shortcut, but will now have to get to it properly.

Weapons
  • Each hero receives a new weapon, which is available through Okri's Challenges, for owners of Back to Übersreik.
    • Kruber receives a Mace and Sword.
    • Bardin gets new Dual Hammers.
    • Kerillian's been good this year, and get a one-handed Elven Axe.
    • Saltzpyre gets an Axe and Falchion.
    • Sienna receives a flaming Crowbill.
    Each of these weapons can be used by all careers of their hero, and each weapon has two additional weapon illusions. These illusions become available by completing specific Okri's Challenges using that weapon.
  • Fixed an issue on Kerillian's Edrael’s Will and Dire-Weave bows where their bowstrings were not visible.
  • Tweaked animation timing on Bardin's War Pick to more closely match its actual swings.
  • Fixed an issue on Bardin's War Picks where, after a push followup attack, it would ignore attack inputs for a short time.
  • Saltzpyre's Brace of Pistols has been changed to use a reloading timing. They now have ammunition like most other ranged weapons, and will reload two guns at a time. We're continuing to tweak this weapon, as we're not entirely happy with how it performs. So try them out, and don't be shy to send feedback our way.
  • Fixed an issue where the fast shot mode of Brace of Pistols would get a smaller crosshair after shooting one bullet, or when starting to move.

Quickplay
  • We've changed how random missions are selected for Quickplay. Our previous implementation led to some unfortunate situations, such as getting the same mission twice in a row. Our new mission selection algorithm is much more random, but will make sure you will probably not see the same mission come up twice in a row, as recently played mission are heavily discouraged by the algorithm.
  • We're also changing how DLC missions works in Quickplay. Previously, it was possible to join a DLC mission through Quickplay, even if you didn't own the DLC for that mission. We're changing the way this works. From now on, in order to have a DLC mission be selected for Quickplay - you, or another player in your Keep, will have to own that DLC. This change also affects the missions from Shadows over Bögenhafen.

Tweaks & Bugfixes
  • The way the game calculates latency between clients and hosts has been changed. Previously, the game displayed latency as the time for network packets to travel between clients and host - it didn't take into account the performance of the host, or the client. The new latency display will include processing time for both the host and client. This means that an underperforming host will show a larger latency than the "ping" you might be used to from other games.
    As this is can be a contentious issue, we've added an option to display latency from the Network Options menu - which includes an explanation of how this metric is calculated. By default, this option is set to Off.
  • Fixed a series of cases which could trigger a flood of network requests which could lead to clients disconnecting. These network optimizations will resolve many issues which could lead to disconnects, but the most notable cases where this could happen was when hordes would spawn, or when players stepped into the Bridge of Shadows at the end of a level.
  • We have taken actions to improve the experience for new players, just starting out playing the game. This specifically targets the Recruit difficulty, where we tweaked enemies and spawning to make it a bit more forgiving.
  • Fixed an issue where the sounds from bots' Career Skills being activated could override certain other sounds, leading to issue where for instance enemies would spawn silently.
  • Reduced memory usage by removing redundant mesh data.
  • Fixed a crash that could occur when Rasknitt casts one of his warp lightning spells.
  • Fixed a crash that could occur when the cannonball on Fort Brachsenbrücke exploded.
  • Fixed a crash that could occur if a player left the game while being revived.
  • Fixed cases where the first person camera sway would remain if the player performed an interaction, or died, while moving.
  • Fixed an issue where Tobii CleanUI did not work.
  • Fixed an issue where if the Scrounger Talent procs for 1 bonus ammo on your last shot, you would be unable to shoot until you swap weapon.
  • Bots with Natural Bond will now only heal themselves if wounded and there is an excess of healing supplies nearby.
  • Fixed an issue where the revive speed buff of Bounty Hunter Saltzpyre was not network synced properly.
  • Pyromancer Sienna's Career Skill "The Burning Head" is now actually a burning head.
  • Fixed an issue where the heal over time effects, e.g. Natural Bond, would stop working when at 100% health, with temporary health included.
  • Fixed an issue where, if you healed another player with the heal share talent equipped using a first aid kit, the healing player would not benefit from the shared healing.
  • Fixed an issue where using Ranger Veteran Bardin's Career Skill while being downed could get you stuck with an grenade in your hand after being revived.
  • Fixed an issue where the game could crash if a Packmaster dragged a player with the talent Ellinill's Venom through a patch of warpfire or troll vomit.

Enemies
  • Stormfiend's fire attacks have been tweaked.
    • Added a small movement speed slowdown on ground fire damage.
    • Increased initial damage tick from ground fire. Players should no longer be able to run through the Stormfiend's flame without taking any damage.
    • Increased the damage that players and enemies take from the ground fire.
    • Increased the duration of the ground flames from 6 seconds to 8 seconds.
    • Decreased the duration of the damage over time effect from the flame thrower from 5 seconds to 3 seconds.
    • Decreased damage from flamethrower damage over time by about 50%.
  • Life leeches have been tweaked to make them a bit harder to kill when they get interrupted or fails to grab a player.
    • Increased the animation speed of the start teleport animation by 20%.
    • Increased the animation speed of the end teleport animation by 10%.
  • Fixed an issue where the target switching animations for Bosses would sometimes be skipped, leading to instant target switching.
  • Shortened the range for Raider's running attacks and sweep attacks. Down to 2.5 from 3.0 and 2.8 respectively.
  • Fixed an issue where Savages and Plague Monks exited their stagger animation earlier than intended.
  • Fixed an issue where enemies would continue to follow an invisible player.

Audio
  • Lohner will now only ask the player to hurry up whilst the Bridge of Shadow is activated.
  • Added character specific "hurry up" voice lines for Lohner.
  • Fixed an issue where the sound from the last ammunition being spent for certain Repeating Handguns would be heard for the host if a bot was equipped with that weapon.
  • Fixed an issue where the "slash-crunch" sound from a headshot with an Executioner Sword did not play.
  • Changed the hit sound for daggers to differentiate them from swords. This affects Dual Wield Daggers, Dual Wield Sword and Dagger, and Daggers (both Kerillian's and Sienna's).
  • Fixed so that the correct sound plays on clients, when Bosses and Chaos Warriors switch targets.
  • Added a target switch sound to Blueberry Hubbleburgh.
  • Fixed an issue where Plague Monks and running Savages wouldn't play their sounds.
Warhammer: Vermintide 2 - [Fatshark] Hedge


This is the release of the Big Balance Beta in to the live game - officially known as Patch 1.3 - update #42.

When it comes to Balance, the job is never really done, so our focus for this patch was to make some broad adjustments to underused weapons, change up the level 20 talent row and shifting Temporary Hit Points to be more of a moment to moment benefit rather than a more enduring crutch. We've also made effort to shuffle the meta and bring THP away from ranged gameplay and reward melee combat instead.

We’re not done in terms of balance, but we’re happier with where the game is right in 1.3, and as always we welcome your feedback here, or in any of our social channels.



General Combat Balance
  • Gaining temporary health pauses temp health decay for 3 seconds.
  • Removed stamina regain burst when gaining temp health.
  • Dodge improvements have been made to make them more reliable across the board.

Weapon Balance

Flails for Saltzpyre
  • Increased light attack damage by 33% for attack three and four.
  • Increased light attack stagger power by 72% for attack three and four.
  • Increased heavy attack damage against first target hit by 45%.
  • Increased heavy attack stagger power against first target by 45%.

1h Swords for Kruber & Sienna
  • Increased heavy attack damage versus Infantry, Monster and Frenzy by 51%.
  • Increased heavy attack damage versus armored increased by 283%..
  • Increased first two light attacks damage by 28%.
  • Increased stagger strength and duration for third light attack by 42%.
  • Changed push followup to heavier version - effectively increasing cleave, damage and stagger across the board.
  • Tuned movement curve for light combo finisher to provide a burst of speed.
  • Increased Stamina from 3 to 4 shields.
  • Increased range of light attacks slightly.
  • Increased light combo attack speed.

Maces for Sienna
  • Increased damage and stagger for first two targets of heavy combo sweeping attacks by 47%.
  • Increased stagger strength and duration for downward light attack by 72%. Infantry damage increased by 33%.

Burning Swords for Sienna
  • Increased damage for sweeping light attacks by 28% verus Infantry, Monsters and Frenzy.
  • Increased damage vs armored for light stab attack by 100%.
  • Increased attack speed and tuned chain actions across the board to provide fast and smooth combos.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • First heavy attack now light all enemies hit on fire, causing them to burn for additional damage.

Burning Daggers for Sienna
  • First heavy attack now ignites the primary targets hit, causing them to burn for greater additional damage.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Fixed issue with Heavy chain not working properly

1h Axes for Bardin and Saltzpyre
  • Increase damage for Heavy attacks by 8%.
  • Increased stagger strength for Light attacks by 72%. Increased light attack Infantry damage by 33%.
  • Added 10% bonus critical strike chance to Axe light attacks and push attack
  • Reduced damage of secondary targets hit by 50%.

1h Hammers and Maces for Bardin and Kruber
  • Increased Heavy attack damage by 8%.
  • Increased stagger strength for downward light attack by 72%.
  • Increased Infantry damage of downward light attack by 33%.
  • Introduced separate damage profile for downward light attack, secondary targets with reduced impact across the board.
  • Fixed an issue where light attack chain would cause a bit of damage on all targets hit rather than only the first handful.

2h Axes for Bardin
  • Increased attack speed of third light attack.
  • Removed precision targeting from all light attacks.
  • Increased Infantry damage of light attacks by 39%. *NOTE* Previously referred to heavy attacks being increased, this was incorrect.
  • Increased Armored damage of light attacks by 11%. *NOTE* Previously referred to heavy attacks being increased, this was incorrect.
  • Increased Monster damage of light attacks by 41%.*NOTE* Previously referred to heavy attacks being increased, this was incorrect.
  • Increased Frenzy damage of light attacks by 12%. *NOTE* Previously referred to heavy attacks being increased, this was incorrect.
  • Increased stagger power of light attacks by 57%.*NOTE* Previously referred to heavy attacks being increased, this was incorrect.
  • Increased cleave of third light attack by 205%.
  • Third light attack has new attack profile. Cleaves through more enemies but deals less damage compared to the first two attacks.
  • Reduced armor penetration on push followup attack.

2h Hammers for Bardin and Kruber
  • Increased damage for light attacks by 7%.
  • Incresed damage cleave for heavy attacks, causing damage to more targets.
  • Increased efficent dodge count from 1 to 2.

2h Picks for Bardin
  • Increased damage versus armor on max charged attacks by 69%.
  • Increased power multiplier for push followup attack by 8%.
  • Increased stagger strength of max charged heavy attacks by 207%.
  • Decreased damage cleave for light sweeping attacks.
  • Reduced the time required for charged heavy attack to chain while tuning movement curve to be a bit smoother.
  • Increased attack speed thoughout the weapon.

Crossbows for Bardin and Saltzpyre
  • Reduced cleave on all shots by 25%.

Dual Axes for Slayer Bardin
  • Increased light attack damage versus Infantry, Monster and Frenzy by 12%.
  • Increased light attack damage versus armor by 55%.
  • Increased heavy attack damage versus Infantry, Monster and Frenzy by 12%.
  • Reduced heavy attack damage versus armor by 20%.
  • Increased stagger strength for light attacks by 25%.
  • Reduced damage of secondary targets hit by 50%.
  • Reduced crit/headshot effectiveness for all attacks.
  • Switched push-follow up damage profile to match light swings (but you get two of em).

Handguns for Bardin and Kruber
  • Reduced cleave on all shots by 33%.

Axe and Shields for Bardin
  • Remade horizontal heavy sweep into a crowd controlling attack, greatly increased cleave while maintaining a solid damage output against first targets.
  • Increased light attack damage versus infantry by 33%.
  • Slightly increase power multiplier for downward Heavy attack.
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • After pushing, shields start recovering stamina 50% faster than other weapons.

Hammer/Mace and Shield for Bardin and Kruber
  • Increased first heavy attack damage versus infantry, monster and frenzy by 51%.
  • Increased first heavy attack damage versus armored by 283%.
  • Switch push followup attack damage profile to lighter version with less power across the board.
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.

2h Swords for Saltzpyre and Kruber
  • Increased push attack damage versus infantry by 53%.
  • Increased push attack damage versus armored by 31%.
  • Increased push attack damage versus monsters by 23%.
  • Increased push attack damage versus frenzy by 24%.
  • Increased push attack damage versus super armor by 31%.
  • Increased push attack stagger power by 66%.

2h Executioner Swords for Kruber
  • Increased light attack damage versus Infantry, Monsters and Frenzy by 14%. Increased light attack stagger strength by 22%.
  • Increased stagger strength and duration of heavy attacks by 29%.
  • Introduced separate damage profile for secondary targets with reduced impact for Heavy attacks
  • Gave heavy attacks a increased crit chance of 20%.
  • Gave light attacks ability to slide past armored enemies.
  • Made it easier to open shield users with light attacks.
  • Slightly increased attackspeed across the board.

Halberds for Kruber
  • Increased heavy stab attack damage by 29%.
  • Increased heavy sweep attack damage versus armored by 66%.
  • Reduced heavy sweep attack damage versus monsters and frenzy by 24%.
  • Reduced power overall of downward single target attacks (both push followup and light attack combo finisher)
  • Increased damage of light attack stab by 25%.
  • Reduced attack speed for all attacks.
  • Increased animation speed for heavy attacks.

Empire Longbows for Kruber
  • Reduced cleave for first level of charged shot.

Sword and Shields for Kruber
  • Remade action chains - Sword and Shield now has more choice in attack chains
  • Increased damage versus Infantry, Monster and Frenzy for slashing light attacks.
  • Increased damage of Heavy stab versus Infantry, Monster and Frenzy by 20%.
  • Increased damage of Heavy stab versus Armored by 84%.
  • Changed push followup to a lighter version of the stab.
  • Slightly increased range of attacks across the board.
  • Reduced the armor penetration modifier for critical strikes from 0.5 to 0.4 on light stab(push attack)
  • After pushing, shields start recovering stamina 50% faster than other weapons.
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.

1h Swords for Kerillian
  • Increased mobility and range across the board.
  • Increased power for downward Heavy attacks by 8%.
  • Increased upward Heavy attack power by 10%.
  • Increased damage vs armored for the Light stab attack by 100%.
  • Decreased crit/headshot damage for upward Heavy attack vs armored enemies.
  • Increased attack speed overall
  • Added 10% additional crit chance to heavy attacks

Glaives for Kerillian
  • Reduced damage vs armor on Light attack chain by 36%.
  • Increased damage vs armor on second Heavy attack by 52%.
  • Increased damage on first Heavy attack by 8%.
  • Tuned attack turnaround with faster light attacks and slightly slower push attack.

2h Swords for Kerillian
  • Increased heavy attack power versus infantry, monsters and frenzy by 28%.
  • Increased heavy attack power versus armored by 181%.
  • Increased range for all attacks.
  • Gave push followup and increased crit chance of 25% and better cleave modifier while making a bit faster.

Dual Wield Daggers for Kerillian
  • Reduced damage on Heavy attacks by 20%.
  • Introduced separate damage profile for secondary targets of light attacks without bleed DoT (only one target get the DoT per attack).

Dual Sword Dagger for Kerillian
  • Increased damage of sweep heavy attack versus infantry, monster and frenzy by 10%.
  • Increased damage of sweep heavy attack versus armored by 10%.
  • Reduced damage on stab Heavy attacks versus Infantry and Frenzy by 20%.
  • Reduced damage on stab Heavy attacks versus monsters by 10%.
  • Increased damage vs armored on light stab attacks by 100%.
  • Reduced push cost for sword and dagger from 2 stamina(1 shield) to 1 stamina (1/2 shield).
  • Introduced separate damage profile for secondary targets of light stab attacks without bleed DoT (only one target get the DoT per attack).
  • Changed damage profile of the dagger attack for the first heavy attack. Should now use the same profile as the sword attack. (Basically increased damage of Heavy 1).
  • Sword and Dagger now has 10% crit chance bonus on all attacks.

Dual swords for Kerillian
  • Increased heavy attack damage versus infantry, monster and frenzy by 8%.
  • Increased heavy attack damage versus armored by 80%.
  • Increased push attack damage versus armored by 100%.
  • All attacks can slide past armor.
  • Reduced stagger on dual sword attacks slightly (-25%), further reduced stagger against armor (-33%)
  • Reduced armor pen bonus on crits for dual sword attacks (-40% for damage, - 50% for stagger)
  • Increased crit stagger vs armor bonus for heavy attacks (+50%)
  • Slowed down chain to final light attack slightly.
  • Increased critical strike chance bonus of 3rd and 4th attack to 25% and 50% respectively.
  • Removed 10% critical strike chance modifier of first and second light attacks.

Spears for Kerillian
  • Increased damage of light attacks versus infantry, monsters and frenzy by 25%.
  • Increased damage of Heavy stab by 29%.
  • Increased damage vs armor for Heavy sweeping attack by 66%.
  • Reduced damage versus Monster and Frenzy for heavy sweeping attack by 24%.
  • Added damage vs armor to light stabs.

Falchions for Saltzpyre
  • Decreased damage of light attacks by 4%.
  • Increased Infantry damage of third light attack by 33%.
  • Increased attack power of Heavy attacks by 10%. Increased stagger power by 14%.
  • Increased attack speed slightly.

Fencing Swords for Saltzpyre
  • Increased range and stagger of offhand pistol slightly while making it fire a bit quicker after input.

Brace of Pistols for Saltzpyre
  • Reduced damage versus infantry, monsters and frenzy by 8%.
  • Increased damage versus armor by 37%.
  • Increased stagger power by 45%.
  • increased ammo by 5
  • Slightly increased damage on close range
  • Increased damage on long range
  • Reduced spread of primary shot.
  • Increased spread of secondary shot.
  • Reduced movement speed slow while aiming from 65% reduction to 15%.

Repeating Pistols for Saltzpyre
  • Increased normal shot monster damage by 33%.
  • Increased spin-up attack damage by 38%.
  • Increased spin-up attack stagger power by 107%.

Repeating Handguns for Kruber
  • Increased Infantry, Monster and Frenzy damage by 19%.
  • Increased Armored damage by 62%.
  • Increased reload time from 1.3 to 1.6 seconds.

Blunderbusses for Kruber
  • Increased shotgun damage versus monsters by 33%.
  • Increased range of push attack from 2 to 2.5 meters.

Grudge-Rakers for Bardin
  • Increased shotgun damage versus monsters by 33%.
  • Increased range of push attack from 2 to 2.5 meters.

Drake Pistols for Bardin
  • Fixed an issue where the charged attack used the wrong attack template, causing it to deal damage to armored targets.

Drakegun for Bardin
  • Non-critical hits no longer damages Chaos Warriors. Now only staggers them.
  • Increased charged flame Infantry damage by 77%.
  • Increased charged flame Armored damage by 100%.
  • Increased charged flame Monster damage by 64%.
  • Increased charged flame Frenzy damage by 60%.
  • Increased charged flame stagger power by 100%. Primarily versus Armored.

Flamestorm Staff for Sienna
  • Non-critical hits no longer damages Chaos Warriors. Now only staggers them.
  • Increased charged flame Infantry damage by 77%.
  • Increased charged flame Armored damage by 100%.
  • Increased charged flame Monster damage by 64%.
  • Increased charged flame Frenzy damage by 60%.
  • Increased charged flame stagger power by 100%. Primarily versus Armored.

Talents

Mercenary Kruber
  • Morale Boost - Cooldown reduced from 180 seconds to 90 seconds.
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Drillmaster - New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Mercenary's Pride - New Talent, replaces Soldier's Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Captain's Command - New Talent, replaces The Harder They Fall: 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.

Huntsman Kruber
  • Perk - Deep Pockets: Increases maximum ammunition carried by 50%. Note: This has always been the case but the perk was never displayed previously.
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Taste of Victory - New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Huntsman's Tally - New Talent, replaces Soldier's Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Taal's Bounty - New Talent, replaces The Harder They Fall: 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.

Foot Knight Kruber
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Back Off, Ugly! - New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Bloody Unstoppable! - New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Templar's Rally - New Talent, replaces The Harder They Fall: 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.

Veteran Ranger Bardin
  • Ingenious Improvisation - New Perk: Using any Healing Supplies, Potions or Bombs has a 10% chance to not consume the item. Stacks with similar effects.
  • Just Drunk Enough - Removed
  • Grudge-Borne - Removed
  • Grimnir's Champion - Removed
  • Roots Running Deep - New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Ranger Reaper - New Talent: Grudge-Borne: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Hardy Heart - New Talent, replaces Grimnir's Champion: 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.
  • Catch a Breath - Increased temporary health gained when activating Diseagage from 20 to 50.
  • Ranger's Ambush - Reworked: Moving outside of the Smoke Bombs area does not break invisibility. No longer increases the duration of Disengage.

Ironbreaker Bardin
  • Impenetrable - Reduced cooldown from 180 to 120 seconds.
  • Just Drunk Enough - Removed
  • Grudge-Borne - Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Grimnir's Champion - Removed
  • Rock-Breaker - New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Hearthguard - New Talent, replaces Grimnir's Champion: 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.

Slayer Bardin
  • Just Drunk Enough - Removed
  • Grudge-Borne - Removed
  • Grimnir's Champion - Removed
  • Doomseeker - New Talent: Just Drunk Enough: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Slayer's Fury - New talent, replaces Grudge-Borne: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Hardy Heart - New Talent, replaces Grimnir's Champion: 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.

Waystalker Kerillian
  • Trueflight Volley - Cooldown increased from 70 seconds to 80 seconds.
  • Weavebond - Reworked: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Khaine's Thirst - Removed
  • Champion of Loren - Removed
  • Martial Blessing - New talent, replaces Khaines Thirst: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Eternal Blossom - New Talent, replaces Champion of Loren: 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.
  • Lifebloom Arrows - Increased temporary health gaines when using Trueflight Volley from 20 to 50.

Handmaiden Kerillian
  • Weavebond - Removed
  • Khaine's Thirst - Removed
  • Champion of Loren - Removed
  • Spirit Echo - New talent, replaces Weavebond: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Dryad's Thirst - New talent: Killing enemies grants temporary health based on the health of the slain enemy.
  • Ariel's Boon - New Talent, replaces Champion of Loren: 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.

Shade Kerillian
  • Weavebond - Removed
  • Khaine's Thirst - Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Champion of Loren - Removed
  • Bleak Vigour - New talent, replaces Weavebond: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Blood Kin - New Talent, replaces Champion of Loren: 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.

Witch Hunter Captain Saltzpyre
  • Base health increased from 100 to 125.
  • Base critical strike chance increased by 5%.
  • Animosity - Cooldown reduced from 180 to 90 seconds.
  • Marked for Death - Now grants all allies attack speed when a taggable enemy dies. Bonus attack speed reduced from 10% to 5%.
  • Justice's Bounty - Increased temporary health gained from 2 to 3.
  • Wild Fervor - Now grants bonus critical strike chance to all allies when a taggable enemy dies. Reduced bonus critical strike chance from 8% to 5%.
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Hunter's Ardour - New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Walking Judgement - New talent, replaces Righteous Zeal: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Disciplinarian - New talent, replaces Purifier: 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.

Bounty Hunter Saltzpyre
  • Bounty Hunter - Career Skill Cooldown reduced from 90 to 70 seconds
  • Blessed Shots - No longer resets on melee kill.
  • Cruel Fortune - Now reduces the cooldown of Blessed Shots to 6 seconds, was 7.
  • Pious Fervour - Removed
  • Inspired Shot - New talent, replaces Pious Fervour: Melee killing blows reset the cooldown of Blessed Shots.
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Blood for Money - New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Tithetaker - New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Paymaster - New talent, replaces Purifier: 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.

Zealot Saltzpyre
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Sigmar's Herald - New talent, replaces Holy Cause: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Repent! Repent! - New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Font of Zeal - New talent, replaces Purifier: 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.

Battle Wizard Sienna
  • Fire Walk - Increased the radius of the lingering fire of Fire Walk by 100%.
  • Tranquility - Now only resets when casting a spell. Reduced delay from 8 to 6 seconds.
  • Tranquility - Increased the vent rate of Tranquility from 200% to 300%.
  • Flickerform - Removed
  • Burnout - Reworked: Now allows Fire Walk to be used a second time within 5 seconds before going on cooldown.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Lingering Flames - New talent, replaces Flickerform: Siennas burning effects now last until the enemy dies. Maximum stacks reduced to 1.
  • Confoud - New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Spark Thief - New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Flame-Fettled - New talent, replaces Blazing Harvest: 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.

Pyromancer Sienna
  • The Burning Head - Increased cooldown from 40 to 60 seconds.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Spark Smith - New talent, replaces Seething Embers: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Spirit-Binding - New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Fiery Fortitude - New talent, replaces Blazing Harvest: 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.
  • Bonded Flame - Increased temporary health gained when using Burning Head from 20 to 50.

Unchained Sienna
  • Blazing Sinew - Perk removed
  • Dissipate - Reworked: Block cost is reduced by 50% when overcharged and blocking vents Overcharge. No longer reduces damage taken from venting.
  • Conduit - Reduced vent speed from 50% to 30%. Also reduces damage taken from venting by 50%.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Soul Quench - New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Reckless Rampage - New talent, replaces Soul Snare: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Burn-Bloom - New talent, replaces Blazing Harvest: 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.

Traits
  • Natural Bond - No longer prevents using healing items.
  • Natural Bond - Changed from 2 health every 10 seconds to 1 health every 5 seconds.
  • Heat Sink, Reworked - Now refunds the overheat spent on the attack when a critical strike is triggered.
  • Heat Sink now functions on Drakefire Gun and Flamestorm Staff non-charged attacks
  • Scrounger - Reworked: Now restores 5% of your maximum ammunition on a critical hit. Can only trigger once per shot.
  • Resourceful Combatant - Reworked: Melee critical strikes reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.
  • Resourceful Sharpshooter - Reworked: Ranged critical hits reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.
  • Natural Bond - Reworked: Provides health regen, healing yourself with healing draughts and first aid kits only heals for temporary health. Still clears any wounds.
  • Barkskin - Reworked: Taking damage reduces the damage you take from subsequent hits by 40% for 2 seconds. This effect can only trigger once every 2 seconds. This damage reduction is calculated after other effects such as career perks.
  • Hand of Shallya - Increased healing from Hand of Shallya from 35% to 50% of missing health.

Enemies
  • Added some stagger resistance to Ratling Gunner, should ignore the weakest hits now.
  • Rotation should be delayed further for enemy dodged/completed attacks, making everything look and work better.
  • Stormvermin with shields should now stay "open" for longer/more hits once their guard is broken.
  • Stormvermin with shields should no longer block attacks from invisible enemies.
  • Dodge time window increased to 1.5 seconds for normal enemy attacks. Heavy cleaves and most elite enemy attacks changed to 3 seconds.
Warhammer: Vermintide 2 - [Fatshark] Hedge


This is the Release Candidate for the Big Balance Beta. It will stay live for the weekend and provided nothing outlandish happens or is noted we plan on putting it live early next week.

When it comes to Balance, the job is never really done, so our focus for the Balance Beta was to make some broad adjustments to:
  • Under utilised weapons, such as Shield Weapons and Brace of Pistols (etc).
  • Put Temporary Hit Points in a place where they're useful for the fight you're in, and not a crutch that persists throughout a run.
  • Bring up careers that needed some love, such as WHC and Battle Wizard (etc).
  • Adjust combat metas to encourage more melee by shifting THP away from ranged.
We're not done, but for this beta, we're happier with where the game is right now, and as always we welcome your feedback here, or in any of our social channels or our private feedback form.



Big Balance Beta Release Candidate Changes
  • After pushing, shields start recovering stamina 50% faster than other weapons.
  • Tuned down damage of Repeating Handgun and Brace of Pistols slightly.
  • Repeating Handgun reload time increased from 1.3 to 1.6 seconds.
  • Sword and Dagger now has 10% crit chance bonus on all attacks.
  • Two-Handed Axes got increased damage and cleave of heavy attacks. Removed precision targeting from light attacks. Increased attack speed of third light attack and push attack.
  • Increased range of shotgun push.
  • Reduced strength of pushes, notably shield pushes.
  • Fixed issue with Drake Pistols dealing damage to armored enemies.
  • Increased damage and stagger of Flamestorm Staff and Drakegun.
  • Reduced 1h Axe armor damage and stagger. Especially versus Chaos Warriors.

Phase 1-3 patch changes are listed below:

General Combat Balance
  • Gaining temporary health pauses temp health decay for 3 seconds.
  • Removed stamina regain burst when gaining temp health.
  • Dodge improvements have been made to make them more reliable across the board.

Weapon Balance

Flails for Saltzpyre
  • Increased light attack damage by 33% for attack three and four.
  • Increased light attack stagger power by 72% for attack three and four.
  • Increased heavy attack damage against first target hit by 45%.
  • Increased heavy attack stagger power against first target by 45%.

1h Swords for Kruber & Sienna
  • Increased heavy attack damage versus Infantry, Monster and Frenzy by 51%.
  • Increased heavy attack damage versus armored increased by 283%..
  • Increased first two light attacks damage by 28%.
  • Increased stagger strength and duration for third light attack by 42%.
  • Changed push followup to heavier version - effectively increasing cleave, damage and stagger across the board.
  • Tuned movement curve for light combo finisher to provide a burst of speed.
  • Increased Stamina from 3 to 4 shields.
  • Increased range of light attacks slightly.
  • Increased light combo attack speed.

Maces for Sienna
  • Increased damage and stagger for first two targets of heavy combo sweeping attacks by 47%.
  • Increased stagger strength and duration for downward light attack by 72%. Infantry damage increased by 33%.

Burning Swords for Sienna
  • Increased damage for sweeping light attacks by 28% verus Infantry, Monsters and Frenzy.
  • Increased damage vs armored for light stab attack by 100%.
  • Increased attack speed and tuned chain actions across the board to provide fast and smooth combos.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • First heavy attack now light all enemies hit on fire, causing them to burn for additional damage.

Burning Daggers for Sienna
  • First heavy attack now ignites the primary targets hit, causing them to burn for greater additional damage.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Fixed issue with Heavy chain not working properly.

1h Axes for Bardin and Saltzpyre
  • Increase damage for Heavy attacks by 8%.
  • Increased stagger strength for Light attacks by 72%. Increased light attack Infantry damage by 33%.
  • Added 10% bonus critical strike chance to Axe light attacks and push attack.
  • Reduced damage of secondary targets hit by 50%.

1h Hammers and Maces for Bardin and Kruber
  • Increased Heavy attack damage by 8%.
  • Increased stagger strength for downward light attack by 72%.
  • Increased Infantry damage of downward light attack by 33%.
  • Introduced separate damage profile for downward light attack, secondary targets with reduced impact across the board.
  • Fixed an issue where light attack chain would cause a bit of damage on all targets hit rather than only the first handful.

2h Axes for Bardin
  • Increased attack speed of third light attack.
  • Removed precision targeting from all light attacks.
  • Increased Infantry damage of heavy attacks by 39%.
  • Increased Armored damage of heavy attacks by 11%.
  • Increased Monster damage of heavy attacks by 41%.
  • Increased Frenzy damage of heavy attacks by 12%.
  • Increased stagger power of heavy attacks by 57%.
  • Increased cleave of third light attack by 205%.
  • Third light attack has new attack profile. Cleaves through more enemies but deals less damage compared to the first two attacks.
  • Reduced armor penetration on push followup attack.

2h Hammers for Bardin and Kruber
  • Increased damage for light attacks by 7%.
  • Increased damage cleave for heavy attacks, causing damage to more targets.
  • Increased efficient dodge count from 1 to 2.

2h Picks for Bardin
  • Increased damage versus armor on max charged attacks by 69%.
  • Increased power multiplier for push followup attack by 8%.
  • Increased stagger strength of max charged heavy attacks by 207%.
  • Decreased damage cleave for light sweeping attacks.
  • Reduced the time required for charged heavy attack to chain while tuning movement curve to be a bit smoother.
  • Increased attack speed throughout the weapon.

Crossbows for Bardin and Saltzpyre
  • Reduced cleave on all shots by 25%.

Dual Axes for Slayer Bardin
  • Increased light attack damage versus Infantry, Monster and Frenzy by 12%.
  • Increased light attack damage versus armor by 55%.
  • Increased heavy attack damage versus Infantry, Monster and Frenzy by 12%.
  • Reduced heavy attack damage versus armor by 20%.
  • Increased stagger strength for light attacks by 25%.
  • Reduced damage of secondary targets hit by 50%.
  • Reduced crit/headshot effectiveness for all attacks.
  • Switched push-follow up damage profile to match light swings (but you get two of em).
  • Increased damage vs armor specifically for all heavy attacks.

Two-Handed Hammers for Bardin and Kruber
  • Increased efficient dodge count from 1 to 2.

Handguns for Bardin and Kruber
  • Reduced cleave on all shots by 33%.

Axe and Shields for Bardin
  • Remade horizontal heavy sweep into a crowd controlling attack, greatly increased cleave while maintaining a solid damage output against first targets.
  • Increased light attack damage versus infantry by 33%.
  • Slightly increase power multiplier for downward Heavy attack.
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.

Hammer/Mace and Shield for Bardin and Kruber
  • Increased first heavy attack damage versus infantry, monster and frenzy by 51%.
  • Increased first heavy attack damage versus armored by 283%.
  • Switch push followup attack damage profile to lighter version with less power across the board.
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.

Flails for Saltzpyre
  • Increased damage across the board for Heavy attack first targets.
  • Incread stagger strength and duration for single target light attacks.

2h Swords for Saltzpyre and Kruber
  • Increased push attack damage versus infantry by 53%.
  • Increased push attack damage versus armored by 31%.
  • Increased push attack damage versus monsters by 23%.
  • Increased push attack damage versus frenzy by 24%.
  • Increased push attack damage versus super armor by 31%.
  • Increased push attack stagger power by 66%.

2h Executioner Swords for Kruber
  • Increased light attack damage versus Infantry, Monsters and Frenzy by 14%. Increased light attack stagger strength by 22%.
  • Incread stagger strength and duration of heavy attacks by 29%.
  • Introduced separate damage profile for secondary targets with reduced impact for Heavy attacks
  • Gave heavy attacks a increased crit chance of 20%.
  • Gave light attacks ability to slide past armored enemies.
  • Made it easier to open shield users with light attacks.
  • Slightly increased attackspeed across the board.

Halberds for Kruber
  • Increased heavy stab attack damage by 29%.
  • Increased heavy sweep attack damage versus armored by 66%.
  • Reduced heavy sweep attack damage versus monsters and frenzy by 24%.
  • Reduced power overall of downward single target attacks (both push followup and light attack combo finisher)
  • Increased damage of light attack stab by 25%.
  • Reduced attack speed for all attacks.
  • Increased animation speed for heavy attacks.

Empire Longbows for Kruber
  • Reduced cleave for first level of charged shot.

Sword and Shields for Kruber
  • Remade action chains - Sword and Shield now has more choice in attack chains
  • Increased damage versus Infantry, Monster and Frenzy for slashing light attacks.
  • Increased damage of Heavy stab versus Infantry, Monster and Frenzy by 20%.
  • Increased damage of Heavy stab versus Armored by 84%.
  • Changed push followup to a lighter version of the stab.
  • Slightly increased range of attacks across the board.
  • Reduced the armor penetration modifier for critical strikes from 0.5 to 0.4 on light stab(push attack)
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.

1h Swords for Kerillian
  • Increased mobility and range across the board.
  • Increased power for downward Heavy attacks by 8%.
  • Increased upward Heavy attack power by 10%.
  • Increased damage vs armored for the Light stab attack by 100%.
  • Decreased crit/headshot damage for upward Heavy attack vs armored enemies.
  • Increased attack speed overall.
  • Added 10% additional crit chance to heavy attacks.

Glaives for Kerillian
  • Reduced damage vs armor on Light attack chain by 36%.
  • Increased damage vs armor on second Heavy attack by 52%.
  • Increased damage on first Heavy attack by 8%.
  • Tuned attack turnaround with faster light attacks and slightly slower push attack.

2h Swords for Kerillian
  • Increased heavy attack power versus infantry, monsters and frenzy by 28%.
  • Increased heavy attack power versus armored by 181%.
  • Increased range for all attacks.
  • Gave push followup and increased crit chance of 25% and better cleave modifier while making a bit faster.

Dual Wield Daggers for Kerillian
  • Reduced damage on Heavy attacks by 20%.
  • Introduced separate damage profile for secondary targets of light attacks without bleed DoT (only one target get the DoT per attack).

Dual Sword Dagger for Kerillian
  • Increased damage of sweep heavy attack versus infantry, monster and frenzy by 10%.
  • Increased damage of sweep heavy attack versus armored by 10%.
  • Reduced damage on stab Heavy attacks versus Infantry and Frenzy by 20%.
  • Reduced damage on stab Heavy attacks versus monsters by 10%.
  • Increased damage vs armored on light stab attacks by 100%.
  • Reduced push cost for sword and dagger from 2 stamina(1 shield) to 1 stamina (1/2 shield).
  • Introduced separate damage profile for secondary targets of light stab attacks without bleed DoT (only one target get the DoT per attack).
  • Changed damage profile of the dagger attack for the first heavy attack. Should now use the same profile as the sword attack. (Basically increased damage of Heavy 1).

Dual swords for Kerillian
  • Increased heavy attack damage versus infantry, monster and frenzy by 8%.
  • Increased heavy attack damage versus armored by 80%.
  • Increased push attack damage versus armored by 100%.
  • All attacks can slide past armor.
  • Reduced stagger on dual sword attacks slightly (-25%), further reduced stagger against armor (-33%)
  • Reduced armor pen bonus on crits for dual sword attacks (-40% for damage, - 50% for stagger)
  • Increased crit stagger vs armor bonus for heavy attacks (+50%)
  • Slowed down chain to final light attack slightly.
  • Increased critical strike chance bonus of 3rd and 4th attack to 25% and 50% respectively.
  • Removed 10% critical strike chance modifier of first and second light attacks.

Spears for Kerillian
  • Increased damage of light attacks versus infantry, monsters and frenzy by 25%.
  • Increased damage of Heavy stab by 29%.
  • Increased damage vs armor for Heavy sweeping attack by 66%.
  • Reduced damage versus Monster and Frenzy for heavy sweeping attack by 24%.
  • Added damage vs armor to light stabs.

Falchions for Saltzpyre
  • Decreased damage of light attacks by 4%.
  • Increased Infantry damage of third light attack by 33%.
  • Increased attack power of Heavy attacks by 10%. Increased stagger power by 14%.
  • Increased attack speed slightly.

Fencing Swords for Saltzpyre
  • Increased range and stagger of offhand pistol slightly while making it fire a bit quicker after input.

Brace of Pistols for Saltzpyre
  • Reduced damage versus infantry, monsters and frenzy by 8%.
  • Increased damage versus armor by 37%.
  • Increased stagger power by 45%.
  • increased ammo by 5
  • Increased damage versus armor
  • Slightly increased damage on close range
  • Increased damage on longe range
  • Reduced spread of primary shot.
  • Increased spread of secondary shot.
  • Reduced movement speed slow while aiming from 65% reduction to 15%.

Repeating Pistols for Saltzpyre
  • Increased normal shot monster damage by 33%.
  • Increased spin-up attack damage by 38%.
  • Increased spin-up attack stagger power by 107%.

Repeating Handguns for Kruber
  • Increased Infantry, Monster and Frenzy damage by 19%.
  • Increased Armored damage by 62%.
  • Increased reload time from 1.3 to 1.6 seconds.

Blunderbusses for Kruber
  • Increased shotgun damage versus monsters by 33%.
  • Increased range of push attack from 2 to 2.5 meters.

Grudge-Rakers for Bardin
  • Increased shotgun damage versus monsters by 33%.
  • Increased range of push attack from 2 to 2.5 meters.

Drake Pistols for Bardin
  • Fixed an issue where the charged attack used the wrong attack template, causing it to deal damage to armored targets.

Drakegun for Bardin
  • Increased charged flame Infantry damage by 77%.
  • Increased charged flame Armored damage by 100%.
  • Increased charged flame Monster damage by 64%.
  • Increased charged flame Frenzy damage by 60%.
  • Increased charged flame stagger power by 100%. Primarily versus Armored.

Flamestorm Staff for Sienna
  • Increased charged flame Infantry damage by 77%.
  • Increased charged flame Armored damage by 100%.
  • Increased charged flame Monster damage by 64%.
  • Increased charged flame Frenzy damage by 60%.
  • Increased charged flame stagger power by 100%. Primarily versus Armored.

Talents

Mercenary Kruber
  • Morale Boost - Cooldown reduced from 180 seconds to 90 seconds.
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Drillmaster - New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Mercenary's Pride - New Talent, replaces Soldier's Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Captain's Command - New Talent, replaces The Harder They Fall: 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.

Huntsman Kruber
  • Perk - Deep Pockets: Increases maximum ammunition carried by 50%. Note: This has always been the case but the perk was never displayed previously.
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Taste of Victory - New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Huntsman's Tally - New Talent, replaces Soldier's Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Taal's Bounty - New Talent, replaces The Harder They Fall: 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.

Foot Knight Kruber
  • Soldiers Spirit - Removed
  • For the Empire! - Removed
  • The Harder They Fall - Removed
  • Back Off, Ugly! - New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Bloody Unstoppable! - New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Templar's Rally - New Talent, replaces The Harder They Fall: 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.

Veteran Ranger Bardin
  • Ingenious Improvisation - New Perk: Using any Healing Supplies, Potions or Bombs has a 10% chance to not consume the item. Stacks with similar effects.
  • Just Drunk Enough - Removed
  • Grudge-Borne - Removed
  • Grimnir's Champion - Removed
  • Roots Running Deep - New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Ranger Reaper - New Talent: Grudge-Borne: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Hardy Heart - New Talent, replaces Grimnir's Champion: 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.
  • Catch a Breath - Increased temporary health gained when activating Diseagage from 20 to 50.
  • Ranger's Ambush - Reworked: Moving outside of the Smoke Bombs area does not break invisibility. No longer increases the duration of Disengage.

Ironbreaker Bardin
  • Impenetrable - Reduced cooldown from 180 to 120 seconds.
  • Just Drunk Enough - Removed
  • Grudge-Borne - Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Grimnir's Champion - Removed
  • Rock-Breaker - New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Hearthguard - New Talent, replaces Grimnir's Champion: 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.

Slayer Bardin
  • Just Drunk Enough - Removed
  • Grudge-Borne - Removed
  • Grimnir's Champion - Removed
  • Doomseeker - New Talent: Just Drunk Enough: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Slayer's Fury - New talent, replaces Grudge-Borne: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Hardy Heart - New Talent, replaces Grimnir's Champion: 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.

Waystalker Kerillian
  • Trueflight Volley - Cooldown increased from 70 seconds to 80 seconds.
  • Weavebond - Reworked: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Khaine's Thirst - Removed
  • Champion of Loren - Removed
  • Martial Blessing - New talent, replaces Khaines Thirst: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Eternal Blossom - New Talent, replaces Champion of Loren: 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.
  • Lifebloom Arrows - Increased temporary health gaines when using Trueflight Volley from 20 to 50.

Handmaiden Kerillian
  • Weavebond - Removed
  • Khaine's Thirst - Removed
  • Champion of Loren - Removed
  • Spirit Echo - New talent, replaces Weavebond: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Dryad's Thirst - New talent: Killing enemies grants temporary health based on the health of the slain enemy.
  • Ariel's Boon - New Talent, replaces Champion of Loren: 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.

Shade Kerillian
  • Weavebond - Removed
  • Khaine's Thirst - Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Champion of Loren - Removed
  • Bleak Vigour - New talent, replaces Weavebond: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Blood Kin - New Talent, replaces Champion of Loren: 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.

Witch Hunter Captain Saltzpyre
  • Base health increased from 100 to 125.
  • Base critical strike chance increased by 5%.
  • Animosity - Cooldown reduced from 180 to 90 seconds.
  • Marked for Death - Now grants all allies attack speed when a taggable enemy dies. Bonus attack speed reduced from 10% to 5%.
  • Justice's Bounty - Increased temporary health gained from 2 to 3.
  • Wild Fervor - Now grants bonus critical strike chance to all allies when a taggable enemy dies. Reduced bonus critical strike chance from 8% to 5%.
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Hunter's Ardour - New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Walking Judgement - New talent, replaces Righteous Zeal: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Disciplinarian - New talent, replaces Purifier: 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.

Bounty Hunter Saltzpyre
  • Bounty Hunter - Career Skill Cooldown reduced from 90 to 70 seconds
  • Blessed Shots - No longer resets on melee kill.
  • Cruel Fortune - Now reduces the cooldown of Blessed Shots to 6 seconds, was 7.
  • Pious Fervour - Removed
  • Inspired Shot - New talent, replaces Pious Fervour: Melee killing blows reset the cooldown of Blessed Shots.
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Blood for Money - New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Tithetaker - New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Paymaster - New talent, replaces Purifier: 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.

Zealot Saltzpyre
  • Holy Cause - Removed
  • Righteous Zeal - Removed
  • Purifier - Removed
  • Sigmar's Herald - New talent, replaces Holy Cause: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Repent! Repent! - New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Font of Zeal - New talent, replaces Purifier: 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.

Battle Wizard Sienna
  • Fire Walk - Increased the radius of the lingering fire of Fire Walk by 100%.
  • Tranquility - Now only resets when casting a spell. Reduced delay from 8 to 6 seconds.
  • Tranquility - Increased the vent rate of Tranquility from 200% to 300%.
  • Flickerform - Removed
  • Burnout - Reworked: Now allows Fire Walk to be used a second time within 5 seconds before going on cooldown.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Lingering Flames - New talent, replaces Flickerform: Siennas burning effects now last until the enemy dies. Maximum stacks reduced to 1.
  • Confoud - New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Spark Thief - New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Flame-Fettled - New talent, replaces Blazing Harvest: 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.

Pyromancer Sienna
  • The Burning Head - Increased cooldown from 40 to 60 seconds.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Spark Smith - New talent, replaces Seething Embers: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Spirit-Binding - New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Fiery Fortitude - New talent, replaces Blazing Harvest: 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.
  • Bonded Flame - Increased temporary health gained when using Burning Head from 20 to 50.

Unchained Sienna
  • Blazing Sinew - Perk removed
  • Dissipate - Reworked: Block cost is reduced by 50% when overcharged and blocking vents Overcharge. No longer reduces damage taken from venting.
  • Conduit - Reduced vent speed from 50% to 30%. Also reduces damage taken from venting by 50%.
  • Seething Embers - Removed
  • Soul Snare - Removed
  • Blazing Harvest - removed
  • Soul Quench - New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Reckless Rampage - New talent, replaces Soul Snare: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Burn-Bloom - New talent, replaces Blazing Harvest: 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.

Traits
  • Natural Bond - No longer prevents using healing items.
  • Natural Bond - Changed from 2 health every 10 seconds to 1 health every 5 seconds.
  • Scrounger - Reduced ammo regained on critical hit from 2 to 1.
  • Heat Sink, Reworked - Now refunds the overheat spent on the attack when a critical strike is triggered.
  • Heat Sink now functions on Drakefire Gun and Flamestorm Staff non-charged attacks
  • Scrounger - Reworked: Now restores 5% of your maximum ammunition on a critical hit. Can only trigger once per shot.
  • Resourceful Combatant - Reworked: Melee critical strikes reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.
  • Resourceful Sharpshooter - Reworked: Ranged critical hits reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.
  • Natural Bond - Reworked: Provides health regen, healing yourself with healing draughts and first aid kits only heals for temporary health. Still clears any wounds.
  • Barkskin - Reworked: Taking damage reduces the damage you take from subsequent hits by 40% for 2 seconds. This effect can only trigger once every 2 seconds. This damage reduction is calculated after other effects such as career perks.
  • Hand of Shallya - Increased healing from Hand of Shallya from 35% to 50% of missing health.

Enemies
  • Added some stagger resistance to Ratling Gunner, should ignore the weakest hits now.
  • Rotation should be delayed further for enemy dodged/completed attacks, making everything look and work better.
  • Stormvermin with shields should now stay "open" for longer/more hits once their guard is broken.
  • Stormvermin with shields should no longer block attacks from invisible enemies.
  • Dodge time window increased to 1.5 seconds for normal enemy attacks. Heavy cleaves and most elite enemy attacks changed to 3 seconds.
Warhammer: Vermintide 2 - [Fatshark] Hedge


Brace yourself, it is time to return to Ubersreik.

The second DLC for Vermintide 2, 'Back to Ubersreik', coming in December 2018.

Teaser Trailer:https://youtu.be/kQUtUhkMU3Y
Read More: http://www.vermintide.com/news/heroes-return-ubersreik/
...

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