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

After what feels like a very long wait, co-op rat smasher Vermintide 2 now has a PlayStation 4 release date: 18th December. That's just one month away!

Before that, you can try the game on PlayStation 4 via a closed beta if you pre-order Vermintide 2's Ultimate Edition from the PlayStation Store. Doing so will also grant you four days early access to the full game before it launches, alongside some other gubbins.

So far, it seems like the only way to access the closed beta is to put your money down for the game's 45 Ultimate Edition. This also contains extra skins, portrait frames and a keep statue, as well as its two DLCs.

Read more…

Warhammer: Vermintide 2

Warhammer: Vermintide 2 is going back to the series’ old stomping grounds of Ubersreik in the upcoming Back to Ubersreik DLC. Cram the teaser into your eyes. 

Three maps from the original game have been gussied up and remastered, with new challenges thrown into the mix for good measure. Developer Fatshark also promises a “secret surprise” waiting for the heroes. Is it more rats? I hope it’s more rats. 

I can’t say I feel all that nostalgic towards Ubersreik, though I’m a big fan of the level design from the first game and certainly won’t turn my nose up at new maps. 

Back to Ubersreik will set you back £6.99/$9.99 and is due out in December, 2018.

Warhammer: Vermintide 2

Co-op rat smasher Warhammer: Vermintide 2 is returning to its roots for Back to Ubersreik, a nostalgia-filled pack of maps fans of the series will likely remember.

Coming in December priced 7/€8/$10, the DLC is meant as a homecoming for our heroes across a trio of Vermintide 1 maps, including fan-favourite Horn of Magnus. There's a "secret surprise" in there too.

Here's a trailer:

Read more…

Warhammer: End Times - Vermintide - contact@rockpapershotgun.com (Alice O'Connor)

The next DLC for Warhammer: Vermintide 2 will call back to the first game, revisiting and reworking three of the cooperative FPS’s most popular levels. Back To Ubersreik is its name, and making three old levels “Bigger, better, and crazier!” is its game, according to developers Fatshark. They’ve only confirmed one level so far, the game-opening Horn Of Magnus where our four ratsmashers have to blow a big ol’ horn to warn everyone: rats, oh god rats.

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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/
Warhammer: Vermintide 2 - [Fatshark] Hedge
We just hotfixed a couple of issues with update #3:

Hotfix #1
  • Fixed crash when using Unchaineds talent "Reckless Rampage" or Pyromancer's talent "Spark Smith" together with Flaming Sword, Hammer or Dagger.
  • Fixed the patch not having a 'content revision' within the 'settings.ini' file, making it both hard for us to identify beta specific crashes as well as causing a host of problems when trying to use mods.



Heroes!

Today we're putting out Update #3 for the Big Balance Beta - our ongoing test bed for shaking up the meta. You'll find the notes for this update below.

Please provide your feedback in our forums and social channels, else feel free to use our private feedback form if you prefer to fire and forget your thoughts!

To access the beta patch:
  • Right-click Warhammer: Vermintide 2 in your game list.
  • Select properties.
  • Go to the 'Betas' tab and enter the password: 4GBBetaOct23rd2018
  • Select balance_beta from the dropdown.
The beta uses your account - any progress you make on your characters, or rewards gained will be permanent. Any items salavaged, will be salvaged permanently. You are free to switch between the beta and the live game, by opting out of the beta branch. There will be a download each time you switch in and out of the beta.

Bug Fixes
  • Fixed an issue where gaining temporary health increased stacks of Zealots Fiery Faith passive.
  • Fixed an issue where the Necklace trait Barkskin was not functioning properly when playing as a client.
  • Fixed an issue where attacks with Shield Slams or first heavy of Sienna's Flaming Sword and Ceremonial Dagger could miss targets that were extremely close.

Tweaks & Balance
  • Dodge time window reduced from 3 to 1.5 seconds for normal enemy attacks. Heavy cleaves and most elite enemy attacks remain unchanged.
Sword & Shield (Kruber)
  • Remade action chains - Sword and Shield now has more choice in attack chains.

Two-Handed Hammer (Kruber and Bardin)
  • Increased efficient dodge count from 1 to 2.

One-Hand Axes (Saltzpyre and Bardin)
  • Added 10% bonus critical strike chance to Axe light attacks and push attack.
  • Increased damage of light attacks across the board, significant increase in Infantry damage.

Sword & Dagger (Kerillian)
  • 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).
  • Removed 10% critical strike chance modifier of first and second light attacks.

Dual Swords (Kerillian)
  • Reduced critical strike of 3rd and 4th attack from 50% to 25% and 99% to 50% respectively.
  • Removed 10% critical strike chance modifier of first and second light attacks.

Halberd (Kruber)
  • Increased attack speed of all attacks by 5%. Still lower than live game.

Executioner Sword (Kruber)
  • Reduced damage taken by the first target hit by light attacks.

Falchion (Saltzpyre)
  • Increased damage of third light attack.

One-Hand Swords (Kruber and Sienna)
  • Increased damage of third light attack.

Slam attacks (Kruber and Bardin Shields, Sienna Flaming Sword and Ceremonial Dagger)
  • Increased stagger versus Infantry.

Brace of Pistols (Saltzpyre) *
  • Increased damage versus armor.
  • Slightly increased damage on close range.
  • Increased damage on long range.
  • Reduced spread (tighter crosshair).
  • Reduced movement speed slow while aiming from 65% reduction to 15%.

Repeater Handgun (Kruber) *
  • Increased damage versus all targets.
  • Increased armor penetration.
    * We have received a lot of feedback that both Brace of Pistols and Repeater Handgun are performing below expectation. Therefore we want to experiment with increasing their output quite drastically. We would appreciate a lot of play-testing and feedback from you all with this change.

Talents
  • Heal on Cleave - Increased the healing granted for damaging multiple enemies. First target now triggers a minimal heal. Gets progressively more powerful up to 5th target hit.
  • Heal on Stagger - Increased the healing granted from staggering enemies with melee attacks by 25%. Increased the healing granted for pushing enemies from 0.25 to 0.4 per enemy hit.
  • Heal on Kill - Increased the healing granted from killing enemies by about 30% across the board.
  • Heal on Crit/Headshot - Increased the healing granted on headshot/critical strike from 2 to 3.
For this update we want to experiment with increasing the efficiency of all the temporary health talents quite substantially. This take intends to make most combinations of talents and weapons at least viable while making a good talent/weapon combination very strong. Increasing the decay rate of temp health made some of the talents perform below expectation with certain weapons. By keeping the decay rate but increasing the amount of health you receive we hope to strike a nice middle-ground where it's possible to build up a strong buffer of temporary health in combat but it won't be as readily available once the dust has settled. Please try it out and discuss this change on the forums, your feedback is very important when tweaking this.

Traits
  • Natural Bond - Being healed by other players now yield permanent health. This includes healing from First Aid Kits and Heal Share talents.
  • Hand of Shallya - Increased healing from Hand of Shallya from 35% to 50% of missing health.
  • Hand of Shallya - Healing from Hand of Shallya can now trigger heal share talents.
  • Resourceful Combatant - Reduced internal cooldown from 5 to 4 seconds.
  • Resourceful Sharpshooter - Reduced internal cooldown from 5 to 4 seconds.

We are getting close to finalizing this first trial Big Balance Beta. In the future we will hold more dedicated Big Balance Betas as we make changes to the game, to ensure you all are involved in the process. This is just the beginning. The feedback you have provided thus far has been excellent in helping make Vermintide 2 a better game.
Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes!

Today we're putting out Update #2 for the Big Balance Beta - our ongoing test bed for shaking up the meta. You'll find the notes for this update below.

Please provide your feedback in our forums and social channels, else feel free to use our private feedback form if you prefer to fire and forget your thoughts!



Weapons

Kerillian
  • Spear
    • Reduced the armor penetration modifier for critical strikes from 0.5 to 0.4 on light stabs
  • 2h Sword
    • Increased heavy attack base armor penetration modifier from 0.3 to 0.65, reduced headshot modifier from 2 to 1.5.

Markus Kruber
  • Halberd
    • Reduced the armor penetration modifier for critical strikes from 0.5 to 0.4 on light stab
  • Sword and Shield
    • Reduced the armor penetration modifier for critical strikes from 0.5 to 0.4 on light stab(push attack)

Victor Saltzpyre
  • Repeating Pistol
    • Increased base damage and stagger (short range damage 0.22 to 0.3 stagger 0.075 to 0.175) (long range damage 0.075 to 0.175 stagger 0.05 to 0.075)
    • Increased critical hit modifier for damage and stagger vs armor (0.5 to 0.75)

  • Increased the base delay of stamina regeneration from 0.5 seconds to 1 second. This should put it at the same regeneration rate as it was before the beta.
  • Increased the delay of stamina regeneration after pushing from 1 second to 1.5 seconds. This should put it at the same delay rate as was before the beta.
    This change was made with the change to stamina generation on health gain in mind. After studying feedback and alot of internal testing we want to try and go back to the stamina regeneration rate we had before launching the beta. Experiment and see how this affects your performance and leave feedback. Thank you for your participation.
Talents
  • Fixed an issue where Waystalkers talent Lifebloom Arrows returned 20 temporary health instead of intended 50.
  • Waystalker Lifebloom Arrows, Pyromancer Bonded Flame and Ranger Veterans Catch a Breath were changed at the start of the beta to increase temporary health gained when the Career Skill was activated from 20 to 50. This was however not reflected in the patch notes.
  • Additional tweaks to the temporary health gained from Heal on Kill, Heal on Cleave and Heal on Stagger talents. Health gained should be more normalized across the talents.

Bardin
  • Ranger Veteran
    • Ranger's Ambush - Reworked: Moving outside of the Smoke Bombs area does not break invisibility. No longer increases the duration of Disengage.

Traits
  • 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 5 seconds.
  • Resourceful Sharpshooter - Reworked: Ranged critical hits reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 5 seconds.
  • Natural Bond - Reworked: Provides health regen, healing from healing draughts and first aid kits become temporary health. Still clears any wounds.
  • Barkskin - Reworked: Taking damage reduces the damage you take from subsequent hits by 30% for 2 seconds. This effect can only trigger once every 2 seconds. This damage reduction is calculated after other effects such as career perks.
Warhammer: Vermintide 2 - contact@rockpapershotgun.com (Matt Cox)

I’ve seen more inspired ideas for Halloween events than “let’s do some night-time levels”, but it’s still a pretty good one. For the duration of Geheimnisnacht, every level in Warhammer: Vermintide 2 has been plunged into darkness. Geheimnisnacht is “the most ill-omened night of the year”, and lasts until November 4th.

More importantly, there’s also a community-run shitty cosplay competition. (more…)

Warhammer: Vermintide 2 - [Fatshark] Hedge
Heroes,

Welcome to Patch 1.2.2 - update #41 - for Vermintide 2. Introducing Geheimnisnacht.

Geheimnisnacht is the most ill-omened night of the year, and it is marked as an important date in the Old World’s Calendar. The veil between the living and the dead is especially thin on this night, and the Winds of Magic grow stronger. Only the strong and brave dare venture out after the sun sets.

To celebrate, the sun has suitably set across Helmgart and all the maps will be illuminated by Mannslieb and Morrslieb alone, plunging once bright locales in to dimly lit landscapes of despair.

We'll have a limited time event quest on offer which rewards a new portrait frame, as well as opening up the once off-limits trophy room in Taal's Horn Keep for heroes to showcase their progression through Vermintide 2. The Keep has, of course, had another make over to mark the event. Lohner needs to be kept busy whilst you're off checking out the new vistas!

Features
  • 'Night Mode' enabled for all the Vermintide 2 maps.
  • Event Quest enabled rewarding an event exclusive portrait frame.
  • The Trophy Room is now available.
  • 'Difficulty Banners' added to the main keep area.
  • The Keep has been decorated to celebrate Geheimnisnacht.
Audio
  • Fixed an issue with Kerillian's Glaives, where they sometimes would play the wrong sounds, or none at all.
  • Fixed an issue where Kerillian's voice overs would refer to Sienna, when reviving Bardin. And Saltzpyre's voice overs would refer to Bardin, when healed by Kruber.
  • Fixed an issue with incorrectly configured voice overs, where lines aimed at Kerillian by Kruber would play, even when Kruber was not in the party. And they showed subtitles as they came from Bardin.
  • Changed Handmaiden Kerillian's voice over laugh, because it sometimes sounded too much like Sienna's laughter.
  • Fixed a bug relating to how often story based dialogue played. You'll now more often, and more consistently hear dialogue between the heroes.
  • Fixed an issue where some dialogues that were only meant to play once per game session would be played twice.
Tobii Eyeytracker
    For those of you playing using the Tobii Eyetracker, this version includes some bug fixes and quality of life updates.
  • Fixed eyetracking features not working when playing the Prologue.
  • Fixed Clean UI not working with the console HUD.
  • Fixed issues where Clean UI did not always fade in or out the HUD elements the player was looking at.
  • Fixed an issue where the HUD could get stuck in a semi-visible state of Clean UI was disabled.
  • Fixed an isssue where the Beam Staff would show two beams when having Aim at Gaze and Extended View enabled.
Tweaks & Bugfixes
  • Fixed a broken animation on Bardin's one-handed charge attacks, which could sometimes get stuck.
  • Fixed several cases where charging Career Skills could cause players to not go into a ledge hanging state on low framerate, and instead die or go out of bounds.
  • Fixed an issue where Mercenary Kruber's Talent "Inspirational" which increased the temporary health gained from 25 to 40, instead of the intended 45.
  • Fixed an issue with the Trait "Off Balance" where the tooltip was displaying the incorrect values. Updated tooltips new reflect the intended behaviour (20% damage taken for 5 seconds). Note that the functionality has not changed, only the tooltip.
  • Fixed an issue with the trait "Opportunist" where the power level increase was not applied as intended.
  • Fixed an issue with Zealot Saltzpyre's Passive Ability and talents that give bonuses per 25 health missing where the amount of buffs, and the breakpoints where they activated, would be incorrectly calculated when having boosted max health. Carrying one or more Grimoires will now also be correctly handled. For example; having +20% health (max health 180hp) and no damage taken, and one Grimoire (reducing max health to 126hp) will give two stacks, as 54 health is missing from your total max health. Taking 21 damage (putting current health to 105 health) will activate a third stack, as 75 health is missing from your total max health. This will also allow a health boosted Zealot on very low health to have 6 stacks active instead of 5, as would be the maximum otherwise.
  • Fixed so that Sienna bot no longer does friendly fire with Conflagration Staff's charged attack.
  • Changed the Overheat effect so it's not so bright.
  • Fixed an issue where Beam Staffs could trigger on-hit procs on the first damage tick. The beam staff will now correctly begin to trigger procs on the second damage tick for an enemy to prevent being able to sweep through a horde to quickly trigger procs.
  • Fixed a crash when you shield slammed a barrel.
  • Fixed an issue where Bödvarr Ridspreader could get pushed of his platform, plummeting to his death if players used abilities or threw grenades during his monologue.
  • Fixed an issue where the animation to draw bows and aim with crossbows and rifles didn't get scaled when having an attack speed buff, such as after having drunk a speed potion.
  • Fixed issues where the sound for charging attacks made by bots or other players would be played as if it was the local player charging the attack. Most notable when someone used a Beam Staff.
  • Fixed a crash that could occur if a player left the game while carrying an explosive barrel.
  • Fixed an issue where the game could crash if a player left the game at the same time as a held torch was removed.
  • Fixed an issue where animation speed could go out of bounds when stacking speed and charge bonuses as Battle Wizard, leading to a crash.
  • Fixed a crash that could occur when the Chaos Spawn throws a player.
  • Fixed a crash that could happen if a Ratling Gunner bullet hit deep water.
  • Fixed an issue where the bolts from the Repeating Crossbow would clip through the lid of the weapon if the shot was affected by Bounty Hunter Saltzpyre's talent "Prize Bounty".
  • Fixed an graphical issue where Crossbows could abort and restart the reload animation if under the effect of an attack speed buff.
  • Fixed so that players only respawn in front of boss doors if it is active or will be activated in the future.
  • Fixed crash that could happen if a player that is pounced by a Gutter Runner disconnects or leaves the game.
  • Fixed Kerillian's bows not zooming when aiming.
  • Fixed an issue where Saltzpyre would fire the same pistol repeatedly when using the fast shot mode of the brace of pistols, and waited around 0.5 seconds between each shot.
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