Warhammer: Vermintide 2

It all started—as tales of woe so often do—with a Hookrat. We were at the very end of a particularly arduous run through Engines of War, which to my mind is the toughest single mission in Vermintide 2. With the Bridge of Shadows practically within sight, one of those bone-clattering bastards dragged me off into some dank corner of the map where I expired. Fully expecting a res from one of my team-mates, I sat and watched in astonishment and then white-hot anger as they all ran for the bridge like Charlie with his golden ticket.

Except they didn't make it. They were overrun by Stormvermin and, in quick succession, downed.

As they bled out and the screen faded to deepest failure-black, I typed a passive aggressive barb into team chat: 

"Could have done with an extra person in that last few yards, eh?"

To which the reply came:

"Not if that person was you."

If we're being real, that stung. Because I knew they were right. I wouldn't have saved the day if I'd been alive and upright when they were downed. I'd have run right in, been hit by some unseen rodent force majeure, and lolloped down on top of one of them for the long goodnight. I'd been playing Vermintide for months. I'd nearly maxed my Witch Hunter build. Why was I still so bloody useless at this stupid game about punching bloody rats?

The next match, in a bit of a sulk, I decided on a personal and private objective: I’d go through the whole level without killing an enemy. I'd ride the other players' coat-tails to victory, and XP bounty. That'd show them. Somehow? 

And when I did, I realised why I'd been so ineffective at Vermintide 2: prior to this pouty match, killing enemies was all I did. 

Blocking and parrying was something other people did while I cleaved away at walls of fantasy mammalian flesh. Character abilities were just a showy distraction from the real task at hand: The wall. The flesh. I'd pop a health potion after an appropriate number of easily avoidable hits shrank my bar right down into the danger zone, but that was as tactical as it got. In short: you did not want me on your team.

"I realised why I'd been so ineffective at Vermintide 2: prior to this pouty match, killing enemies was all I did."

But now in this admittedly petulant non-violent mode, it was like I'd taken the red pill. Time seemed to slow down, and as I pranced about in block stance when the hordes descended I could see things I'd never noticed before. Things like the way a good Kerillian times their arrows for maximum crowd control efficiency rather than spraying them off on stragglers in the distance. Or the frenzied movement patterns of expert Bardin players, always at the coal face of the slaughter, but timing their blocks and parries masterfully to stay intact in the danger zone. 

I had no other way of repelling enemies, so I started blocking. Finally, I learned to watch my stamina points each time I absorbed a blow and gradually adjusted to a cadence of ducking in and out of enemies' line of fire to give myself that crucial breather and let the stamina shields replenish. 

And because I had literally nothing else to do, I became super attuned to the needs of my team-mates. As a Victor Saltzpyre main I could stagger enemies and give my buddies a 25% critical hit chance boost using my career skill without crossing that sacred threshold and actively taking a life. Better still, I could tag enemies and ensure they took an additional 20% damage. When you're not using any brainpower to kill things, you can become prodigiously good at tagging the right enemies at the right time, and rolling out that Animosity skill when the most opportune moment presents itself. 

So when the first game that I played in this manner ended—with victory—and I left a sheepish comment like "Doing a vegan playthrough, thanks all" to prepare my comrades for the astounding 0 in my kills column, nobody minded. Quite the contrary. I'd just played what was probably my most effective, co-operative Vermintide 2 match to date. And everyone else padded their kill stats in the process. With their egos stroked, their enemies tagged, and their health dutifully topped up by a benevolent Bounty Hunter every few battles, they had little to complain about. 

I have started killing those accursed rats again since then, but I didn't go right back to it. I spent quite a while on that pacifism streak, noseying on the subtleties of other players' approaches in lieu of slashing off tails. And when I finally did let myself back into the action, I was a completely different player. If you've hit the wall with Vermintide 2, or hand on heart never took the time to study its hidden subtleties, I couldn't recommend a 0 kills run more highly.

Warhammer: Vermintide 2 - [Fatshark] Hedge
We have just hotfixed the issue in yesterdays patch related to fire dot damage not scaling with hero power appropriately. Sienna mains rejoice.



Heroes!

Welcome to Patch 2.0.6 for Vermintide 2. With this patch we’re fixing a crash on the Dark Omens level, as well as some help for users with Radeon 6000 series cards (see Technical Support below).

We have a few quick fixes and balance adjustments as well as an update to Weaves allowing partial reward for failure.

Technical Support
Users who are using Radeon HD 6000 series Graphics Cards, we’ve identified the issue that leaves parts of, and in some cases, the entire UI unrendered. A workaround has been opened up which should solve this for you in the mean time.

Please navigate to your “user_settings.config” file:
  • Hold the WIN key and press “R”
  • enter %appdata% and press OK
  • In the ‘Roaming’ folder, locate the \Fatshark\Vermintide 2 folder
  • Find the “user_settings.config” file and open this with notepad or your preferred text editor
  • Search for the text: render_settings
  • Beneath that, create a new entry with the following: gui_bloom = false
  • It should look like this:
    Now save the document and try to run the game.

Fixes
  • “Mainstay” - Fixed a tooltip error showing mainstay dealt 20% bonus damage on first stagger level and 60% on any consecutive stagger level. Fixed to 40% and 60% respectively. Note that behaviour is unchanged, this is only a fix to the tooltips.
  • Sienna Battle Wizard - “Lingering Flames” - Fixed an issue where the burning effect would disappear while playing as a client. Note that it was only a effected the visual effect, the damage was still applied as expected.
  • Handguns - Fixed an issue that allowed shield enemies to block shots from Handguns.
  • Fixed a crash on Dark Omens
  • Fixed an issue where the Leech could target players too early when the player is spawned
  • Fixed an issue where damage done to Minotaurs wasn’t counted in the end screen statistics
  • Fixed an issue where damage done to Beastmen Standard Bearers wasn’t counted in the end screen statistics
  • Fixed an issue where damage done to Beastmen Bestigors wasn’t counted in the end screen statistics
Tweaks
  • Victor Saltzpyre Bounty Hunter - “Just Reward” - Reworked; Ranged critical hits reduces the cooldown of Locked and Loaded by 15%. Can only trigger once every 10 seconds.
The previous version of Just Reward, while interesting in concept, left you in a state where if you wanted to have the base functionality of Locked and Loaded where it fires one slug and one buckshot blast you resigned your passive cooldown recovery. This was a poor outcome and has therefore been changed. The new version of Just Reward has more interaction with Bounty Hunters passive ability to guarantee ranged critical hits.
  • Handguns hipfire shot now pierces shields.
  • Weaves now grant you partial experience on losses, based on how far the party progressed through the level - just like the base game
Warhammer: Vermintide 2 - [Fatshark] Hedge

Heroes!

Welcome to Patch 2.0.5.

Whilst we continue to fix and test fixes on bugs you've been reporting, we wanted to make some quick balance adjustments which should further address feedback on the flow of combat since 2.0.

With the systems in place now we have a lot more flexibility in scaling difficulty in a way that doesn't just inflate numbers, but provides us with a selection of dials we can tune in order to create hard yet engaging combat situations. There is of course a process of adjusting to keep that familiar meatiness of Vermintide 2 of old. This patch turns a couple of those dials and should bring further familiarity to your weapon swings.

#Discussions_QuoteBlock_Author
For WoM beta we added a lower stagger threshold and upped stagger resistance, overall but specifically on Marauders and Gors, since everything was throwing stuff around and cause balance and difficulty (there were a bunch of ways to use headshots/crits/chaining attacks to get around it). This hit fast/light weapons the most since some light attacks now required +power builds or headshots/crits to stagger enemies at all.

This was tweaked with an across the board lowering of stagger resistance last week, but since the lower stagger theshold and specific tweaks to Marauders/Gors is still in play we end up in a situation where we effect ALL enemies.

So we've reset Marauders/Gors, removed stagger threshold for hordes/roamers (So everyone hit by anything will interrupt attacks again) and returned power to light, fast weapons to have more control WHILE maintaining some challenge and not making the jump between champion/legend to Cata a huge thing. Basically just finetune of the a bit rougher fix from earlier.

Should help with "phantom hits" feeling aswell as the new fix removes instances of "you hit and damaged 3 guys, but only 2 of them was staggered and aborted their attacks". And people won't chainstagger elites with "lighter" weapons as easily as they currently do (which is a bit too easy)

One last thing: Every attack has a stagger strength, every enemy has a stagger resistance and some have a stagger reduction. we compare Strength minus Reduction with Resistance to see what level of stagger you get, if any. The levels are by default 25%, 100% and 250% of stagger resistance to reach Light, Medium or Heavy stagger respectively. Light threshold was 0% on pre-WoM builds, which all horde and roaming enemies have now been reset to.

Balance Adjustments
  • Removed light stagger (lowest) threshold for all horde and roamer enemies (slaves/clan rats, fanatics/marauders, ungord/gors). All of them should now stagger when hit/cleaved through by anything, like old Live version. Previous WoM Betas had a threshold at 25% of stagger resistance to initiate stagger.
  • Increased Raider light stagger (lowest) threshold from 25% to 40% of stagger resistance.
Below some changes that target the stagger resistances of enemies, where we remove all cases of ignored staggers from horde/roamer enemies specifically to ensure lighter weapons can maintain similar levels of control they have on pre-WoM. Note that stagger durations and levels have still been tuned but everything hit should react. Headshots and crits still boost stagger strength but are no longer to required to stagger outside of elites:
  • Reset all elites, specials and berzerkers to previous WoM Beta stagger resistance scale of:
    • Recruit: 1.0
    • Veteran: 1.7
    • Champion: 2.75
    • Legend: 2.75
    • Cataclysm: 2.75
  • Tweaked horde and roamer (slaves/clan rats, fanatics/marauders, ungor/gors) stagger resistance to:
    • Recruit: 0.85
    • Veteran: 1.4
    • Champion: 2.25
    • Legend: 2.25
    • Cataclysm: 2.25
  • Reduced stagger reduction of Marauders (from 0.6 to 0.2) and Gors (from 0.4 to 0.1).

Fixes
  • Fixed a crash in the Prologue UI.
Warhammer: Vermintide 2 - Valve
Warhammer: Vermintide 2 - Winds of Magic, all new content for Warhammer: Vermintide 2 is Now Available on Steam!

The first expansion for Warhammer: Vermintide 2 brings 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.

Warhammer: Vermintide 2 - [Fatshark] Hedge


https://store.steampowered.com/app/1033060/Warhammer_Vermintide_2__Winds_of_Magic/?snr=1_5_9__405

"Bit of a troubling one for you. Seems we've had a bloody great meteor make a mess. Sort it out, would you?"

Heroes!

The first expansion to Vermintide 2 - "Winds of Magic" is Out Now!

https://www.youtube.com/watch?v=63dlMjRL2HY

Featuring:
  • New Game Mode: Weaves
    Challenge yourself in the Weaves, climb the ladder alone or with your friends, and master the ultimate challenges that Vermintide has yet to offer!
  • New Difficulty: Cataclysm
    A new difficulty layer to the adventure mode, Cataclysm. Test your mettle against stronger, more aggressive enemies. You'll probably not survive.
  • New Level: Dark Omens
    A town lay in ruins after a meteor has crashed down. The heroes should probably go check that out. Hopefully no-one interferes..
  • New Weapons:
    • Spear and shield
      • Available for Kerillian Handmaiden.
    • Heavy spear
      • Available for Kruber Mercenary and Huntsman.
    • Billhook
      • Available for all of Saltzpyre’s careers.
      • Hits from special attack will interrupt and drag targets towards the player.
    • Flaming flail
      • Available for all of Sienna's careers.
      • Overhead heavy attacks will trigger an explosion.
    • Throwing axes
      • Available for Bardin Ranger Veteran and Slayer.
      • Limited amount of axes that can't use ammo pickups. "Reloading" will recall the axes Bardin's hand. Axes stuck in the environment or enemies can also be picked up when nearby.
  • New Enemies: Beastmen
    • Ungor
      • Low-tier enemy wielding long-ranged spears. Will try to stay away from players by dodging and keeping behind other enemies.
    • Ungor archers
      • Low-tier enemy wielding bows who will occasionally group together and fire a salvo of arrows towards players. Blocking with a shield, or dodging, will prevent being hit. Will fall back to attacking with spears if players get too close.
    • Gor
      • Medium-tier enemy wielding one handed weapons with standard reach. This is the baseline Beastman.
    • Bestigor
      • High-tier armoured enemy wielding halberds. Will use a charge attack to get to and knock players down.
    • Standard Bearer
      • Special enemy who spawns with a group of Gors and Ungors. Carries a standard which when planted in the ground will increase max health and heal all Beastmen in a large radius. Destroying the standard will remove the effects.
    • Minotaur
      • Boss enemy using fast berzerker-like combo attacks and a charge attack which knocks players back and down.



Not got Vermintide 2? Grab it now or give it a friend whilst it's on discount!

https://store.steampowered.com/app/552500/Warhammer_Vermintide_2/
Warhammer: Vermintide 2 - [Fatshark] Hedge


Heroes!

Welcome to patch 2.0.4 for Vermintide 2.

With the release of the Winds of Magic expansion later today and the start of Season One, we wanted to put in place some design changes in response to your some of your feedback.

We appreciate that moving talents you were familiar with and shifting them behind 5 more levels wasn't particularly engaging. As such we have moved the Tier 6 Talent row back down to level 30 in response to your feedback. Whilst this might not help those who have levelled heroes already, it should help those still levelling through as well as those without max level careers.

We've also made adjustments to the Amulet in that now progress is shared across the entire account, no more need to grind that on a career basis. Any excess essence spent should be refunded to you when you next log in.

Last week we adjusted the stagger system to bring back some of that weighty feeling when flinging enemies around with your attacks. All difficulties beneath Cataclysm should now feel much more familiar to your experiences before patch 2.0, whilst leaving us in a position where we can scale difficulty in a more reliable and ultimately more engaging, more cooperative way.

We're still looking at the threads, posts and topics you're creating discussing the pros & cons of change, the merits of and improvements that could be made to seasonality and rewards, and hope to be able to discuss where we'll be going with these systems in the future in the coming weeks.

Design Changes
  • Reduced Talent Tier 6 level requirement to 30 (from level 35).
  • The magic amulet is now shared across all heroes and careers. Any excess essence spent on amulet upgrades has been refunded.

Fixes
  • Fixed a crash that could happen if the host lost connection to the Steam lobby.
  • Fixed an issue where the game could crash when loading the game and a client lost connection and then reconnected during the loading screen.
  • Fixed an issue where the game could crash when loading into a Weave Arena with a dead or respawning player.
  • Fixed a crash related to the removal of buffs.
  • Fixed an issue where no weapon would be visible if picking up a throwing axe while throwing your last axe.
  • Fixed an issue where boss doors spawned by the Minotaur were invisible.
  • Fixed some locations on Dark Omens where players could get stuck.
  • Fixed a facepatrol location on Dark Omens.
  • Fixed an issue where players could see the low detailed version of the environment when respawning on Dark Omens.
  • Fixed the pacing of the end event on Dark Omens.
  • Slightly increased the amount of health drops on Dark Omens across all difficulties.
  • Bardin Slayer talent 'Impatience' - Fixed an issue where the movement speed bonus was not applied correctly when playing as a client.
  • Kerillian Waystalker talent 'Serrated Shots' - Fixed an issue that caused arrows fired to not properly apply a bleed effect. Tweaked bleed effect, now stacks up to 3 times.
  • Kerillian Waystalker talent 'Weavebond' - Fixed an issue causing the talent to return 1.5 health on headshot/crit instead of intended 2.
  • Kerillian Waystalker talent 'Piercing Shot' - Updated firing time from 0.1 seconds to 0 seconds. The arrow will now be released on the same frame as the ability input is released, meaning it will not be affected by the animation offsetting the crosshair.
  • Kerillian Handmaiden talent 'Heart of Oak' - Fixed an issue where the talent did not apply correctly while playing as client.
  • Victor Saltzpyre Witch Hunter Captain talent 'Flense' - Fixed an issue that caused melee strikes to not properly apply a bleed effect. Tweaked bleed effect, now stacks up to 3 times.
  • Barrage 'trait' - Fixed an issue that prevented AoE attacks (Conflagration Staff/Fireball Staff/Hagbane Shortbow) to stack barrage. Barrage now only looks at the first target hit for the purpose of adding additional stacks.
Warhammer: Vermintide 2 - [Fatshark] Hedge



Heroes!

Welcome to Patch 2.0.3 for Vermintide 2.

We wanted to get some changes in which we hope bring a bit more of that classic weapon feel to the difficulty settings you're accustomed to prior to patch 2.0. Putting some weight behind your strikes is an important part of the combat systems in Vermintide 2, and we can appreciate that a few of the adjustments in the 2.0 patch were removing a big part of that.

We are keeping all your thoughts and feedback close to heart, and we genuinely appreciate you all taking your time to bring those thoughts to us.

Balance Adjustments
  • TempHP on Cleave: Increased healing per enemy hit to 0.75 from 0.5. First enemy hit now heals you for 50% of the initial value, instead of not at all.
  • Changed stagger resistance multipliers per difficulty from:
    • Recruit: 1.0
    • Veteran: 1.7
    • Champion: 2.75
    • Legend: 2.75
    to:
    • Recruit: 0.85
    • Veteran: 1.25
    • Champion: 1.7
    • Legend: 1.7

    Cataclysm remains unchanged.

    This means enemies will react stronger to weapon hits compared to the previous version. These values are more in line with the values before the Winds of Magic expansion.

Fixes
  • Fixed a hardlock on Weave 31 which was hindering progression.
  • In some situations the Activated Ability bar would appear to be unfilled, yet the ability was available for use, we have fixed this so that the bar represents the true state in such situations.
  • Fixed an issue where Olesya's VO was incorrectly synched betweeen host and client(s)
  • Magic Barrels should now explode when thrown (after having taken damage) as expected.
  • Fixed an issue in Horn of Magnus where enemies could spawn beneath the final elevator during the escape sequence.
  • Fixed an issue where enemies spawned with the Standard Bearer could spawn in locations too far from the Standard Bearer
  • Fixed an issue where Rasknitt could be stunlocked by multiple pulls from Salty's Billhook.
  • Fixed an issue where the Slayer Leap could be aimed through blocker volumes, causing you to at times be stuck in the air. A side effect of this fix is also that you shouldn't be able to jump off a cliff to your death anymore.
  • Fixed an issue on Life/Ghyran Weaves where expired thorn brambles would be visible and non-functioning for hot-joining players.
  • Upgrade/Unlock texts are now properly displayed and do no longer get truncated in Athanor menu.
  • Dark Omens: Re-opened hole in mountain for the alternate path that was previously accidentally sealed up
  • Dark Omens: Fixes ambush event getting stuck occasionally
  • Fixed an issue where "prestige" levels, or progress toward new levels after 35 doesn't show in the hero view.
  • Fixed an issue where the end state wouldn't animate the experience bar after hitting level 35.
  • Fixed a crash at the end of Dark Omens involving the Minotaur.
  • Fixed various other crashes.
Tweaks
  • Changed the behaviour when using Sienna Unchaineds Living Bomb skill while doing any action. Previously using the skill while doing an action would make you to revert to an idle animation after the detonate animation was done, but keeping the weapon action going. Now the detonate animation will not play if you are already in an weapon action.
  • If you do not own Winds of Magic, the lobby browser should now correctly show that weave matches are unavailable.
  • Subtitles are now visible in cutscenes.
  • Dark Omens: Added Minotaur to end event on Champion difficulty and above.
Warhammer: End Times - Vermintide - contact@rockpapershotgun.com (Emily Gera)

The first expansion for Warhammer: Vermintide 2 – Winds of Magic – is launching on August 13th, indie dev Fatshark revealed today.

Winds of Magic introduces a new enemy type known as the Beastmen, a faction of cloven-hooved bipedal jerks who, according to Warhammer lore, are intent on destroying civilization and being all around bovine-faced hooligans. After a meteor crashes in the Reikland, the Beastmen rush to its epicenter to claim their sacred Herdstone shrine. The result is a bloody mess of dark cow action, a first-person slash-and-prod in a deep fantasy woodland that is explorable by your collective of heroes. Watch the gameplay trailer after the jump.

(more…)

Warhammer: Vermintide 2 - Valve
Save 75% on Warhammer: Vermintide 2 during this week's Midweek Madness*!

*Offer ends Friday at 10AM Pacific Time
Warhammer: Vermintide 2 - [Fatshark] Hedge
https://www.youtube.com/watch?v=fH44gLzRLpc
"Bit of a troubling one for you. Seems we've had a bloody great meteor make a mess. Sort it out, would you?"

Heroes!

Welcome to Patch 2.0! Please find below the patch notes for this update, which are pretty long and beastly.

An FAQ will be available soon. But one question we want to answer now is:

Q: Why is the download so large?
A: With the release of 2.0 (the patch that accompanies Winds of Magic) we made the decision to remaster the game. Whilst this requires one hefty download upon updating to the latest version, it comes with it some benefits which include both faster load times when playing, as well as a smaller overall file size on your computer.

Now on to the notes.

Features
  • New Game Mode: Weaves
  • New Difficulty: Cataclysm
  • New Weapons:
    • Spear and shield
      • Available for Kerillian Handmaiden.
    • Heavy spear
      • Available for Kruber Mercenary and Huntsman.
    • Billhook
      • Available for all of Saltzpyre’s careers.
      • Hits from special attack will interrupt and drag targets towards the player.
    • Flaming flail
      • Available for all of Siennas careers.
      • Overhead heavy attacks will trigger an explosion.
    • Throwing axes
      • Available for Bardin Ranger Veteran and Slayer.
      • Limited amount of axes that can't use ammo pickups. "Reloading" will recall the axes Bardins hand. Axes stuck in the environment or enemies can also be picked up when nearby.
  • New Enemies: Beastmen (Also being known as "Children of Chaos", Beastmen are affected by weapon properties affecting Chaos (Power VS and Protection))
    • Ungor
      • Low-tier enemy wielding long-ranged spears. Will try to stay away from players by dodging and keeping behind other enemies.
    • Ungor archers
      • Low-tier enemy wielding bows who will occasionally group together and fire a salvo of arrows towards players. Blocking with a shield, or dodging, will prevent being hit. Will fall back to attacking with spears if players get too close.
    • Gor
      • Medium-tier enemy wielding one handed weapons with standard reach. This is the baseline Beastman.
    • Bestigor
      • High-tier armoured enemy wielding halberds. Will use a charge attack to get to and knock players down.
    • Standard Bearer
      • Special enemy who spawns with a group of Gors and Ungors. Carries a standard which when planted in the ground will increase max health and heal all Beastmen in a large radius. Destroying the standard will remove the effects.
    • Minotaur
      • Boss enemy using fast berzerker-like combo attacks and a charge attack which knocks players back and down.
  • Added support for Razer Chroma:
    • Keyboard and Mouse can be lit/unlit in different colors.
    • Any Razer device can play a "chroma-animation", changing the colors of a device in a controlled sequence.
    • Add a few "chroma-animations" while playing the game with Razer Chroma enabled:
    • The keyboard will lit up when the player takes a hit.
    • The keyboard will pulsate while the player is knocked down.
    • A gradient animation will be played when the player drinks any potion in a matching color (health potion and bandages included).
    • When no animation is played, the players basic keybindings will be lit (movement, reload, interact, etc).
New Gameplay Considerations / Adjustments
  • Introducing stagger damage bonus, damage vs staggered enemies will increase with stacking staggers.
    • This scales from 1x bonus (no stagger), 1.2x bonus (1 application of stagger) up to 1.4x (for 2 stagger applications) bonus damage:
    • You'll do between 1 and 1.4 times your damage depending on number of staggers stacked on an enemy. Effectively, it will take more hits to kill unstaggered enemies while less hits for staggered ones, compared to current Live balance.
    • Pushes on unstaggered enemies will have a higher heavy stagger threshold - meaning that pushes should keep enemies a bit closer for easy follow-up hits across the board.
All available difficulties use the same scale and settings: 0%, 20% or 40% damage increase per stagger count by default. Stagger count is how many times an enemy have been staggered in succession (hit once for 1, hit again during that stagger for 2, further hits cap out at 2).

Pushes and heavy tank attacks (2h hammer heavies for instance) will put stagger count to 2 on first hit because they’re better.

Stagger is any reaction that interrupts an attack (which is every single attack on any weapon against horde enemies or Clan rats/Gors, only elites and since last week Marauders have a level of stagger reduction and resistance that makes them ignore a hit).

There are three default animation categories of stagger;
  • Light: a flinch in place (fencing sword vs Clan rat),
  • Medium: a stepback (sword vs Clan rat,
  • Heavy: a throw and fall over (big hammer vs face of Clan rat)

We also made a slight slight change so that pushes against unstaggered enemies in particular and staggers in general will favour Medium stagger (raising the threshold for heavy staggers), not displacing enemies so badly and help set them up for further hits.

Further, the talent choices introduced towards the stagger damage dynamic have been tweaked to allow better control of how players interact with the mechanic. Smiter (a flat ”count everything as stagger count 1, or flat 20% dmg bonus” on first target) and Assassin (a nice ”count headshots and crits as full stagger count", or 40% dmg bonus) gives and option to bypass the system and hit breakpoints but with limitations or skill requirements. Both Bulwark (add an extra 10% dmg taken buff to all enemies staggered by you for 2 seconds on top of any stagger-damage bonuses) and Mainstay (add 0%, 40% or 60% dmg per stagger count instead) had their effects increased for those who like to play towards the mechanic.

Ranged attacks use the stagger damage and get bonuses against staggered targets But count all targets as stagger count 1, or 20% extra damage (basically all ranged attacks have the Smiter talent, but for all targets hit). This is to align them with breakpoints.
  • Dodge Windows and Durations have been adjusted.
    • Dodge windows are 0.25 for normal attacks, 0.75 for running attacks for all difficulties
    • Dodge window duration are 0.5 for normal attacks, 0.75 for running attacks for all difficulties
    • Enemies will now continue moving straight when dodged meaning backwards dodging is less kite-friendly.
All difficulties have the same dodge settings to ensure learnability and provide a good balance between chaotic gameplay with client lag and requiring skilled timing and choice of defence. Final setting after Beta rounds is 0.5s dodge extension (delay for enemies to start tracking after you end a dodge move) across all difficulties.
  • Trimmed enemy turnaround and timings across the board.
    • Stagger, blocked and attack turnaround scale with difficulty and have been tuned to allow more aggressive enemies according to difficulty choice.
  • Attack intensity overhaul and scale.
    • Number of attacks targeting any single player at any given time have been overhauled with tuned scaling over difficulties and interactions between different types of attacks.
  • Horde waiting slots position and behaviour changes.
    • Overhauled behaviour of waiting positions and slot fill for different types of hordes to better control hyper density situations and horde density scaled across difficulties.
Fixes: Levels
  • Horn of Magnus: Fixed various AI pathing issues.
  • Horn of Magnus: Fixed various instances of players spawning under the terrain when hot joining to a match.
  • Horn of Magnus: Fixed various stuck locations.
  • Horn of Magnus: Savages should no longer spawn and gank the team during the intro flyby.
  • Into The Nest: Fixed various AI pathing issues.
  • Into The Nest: Fixed a crash that could manifest when Spinemanglr tries to switch weapons.
  • Into The Nest: Fixed various stuck locations.
  • Engines of War: Fixed various AI pathing issues.
  • Engines of War: Fixed various stuck locations.
  • Fortunes of War: Fixed an issue where players/bots did not respawn correctly.
  • Skittergate: Fixed an issue where players would spawn after the end event if dying early in the map.
  • Skittergate: Fixed some unusual ledges where players would be forced to a hanging state somewhat unfairly.
  • Skittergate: Fixed some situations where enemies would target a player from outside the playzone.
  • Skittergate: Fixed some circumstances where a player could end up in a location where they could no longer proceed through the map.
  • Screaming Bell: The Rat Ogre event now features extra specials and more spawns.
  • Against the Grain: Fixed an issue where bots could get stuck at the base of the ladder in the barn.
  • Against the Grain: Fixed an issue where enemies would not spawn nearby if a player was awaiting rescue beside the supply cache near the windmill.
  • Against the Grain: Fixed a stretched texture on particular column assets.
  • Festering Ground: Bots should now be able to reach a player who was downed by the second Grimoire (having previously been unable to path there).
  • Festering Ground: Fixed various stuck locations.
  • Festering Ground: Fixed various art issues.
  • Festering Ground: The Grimoire key should be more visible now.
  • The Pit: Fixed various stuck locations.
  • Hunger in the Dark: Fixed various art and geometry issues.
  • Hunger in the Dark: Fixed a stretched texture on particular rock assets.
  • Fort Brachsenbrücke: Fixed various stuck locations.
  • Fort Brachsenbrücke: Fixed location where player would not enter a hanging state and instead just fall to their death.
  • Righteous Stand: Fixed location where player would not enter a hanging state and instead just fall to their death.
  • Righteous Stand: Fixed a case during the finale where specials could spawn in line of sight.
Fixes: General
  • Fixed an issue where typing in the twitch name and pressing enter would open up the chat instead of connecting
  • Fixed an issue where the Explosive Ordnance Trait (grenade explosion radius increased by 50%) didn't work for clients.
  • Fixed the Arrows from Waystalker's "Trueshot Volley" getting stuck in the air after having killed a sack rat.
  • Fixed a crash that could occur when activating Unchained's "Living Bomb" outside of the navmesh
  • Fixed an issue where first person ammunition would be visible while moving into first person view by inspecting your character and during the transition starting to aim a ranged weapon.
  • Blood spatter should no longer be present when the setting is at its lowest.
  • Corrected some animations on the pistol sidearm of Saltzpyre's Rapier.
  • Fixed missing 3rd person muzzle flashes on Saltzpyre's pistols.
  • Fixed an issue where push attacks could get stuck.
  • Fixed an issue where triggering the "Conservative Shooter" trait or "Waste Not Want Not" perk while having 0 ammo forced you to switch weapons before being able to shoot again.
  • Fixed an issue where if you were throwing a level pickup, such as an explosive barrel, at the same time as being catapulted or stunned, would leave you with the pickup held as a sword.
  • Fixed an issue where AI teleporters that were meant to be two-way didn't work as expected.
  • Corrected the description of Kerillian's (Shade) Infiltrate ability on the hero select screen.
  • Fixed a bug that caused the talents granting temporary health on headshots and critical strikes to grant 3 health instead of the intended 2.
Fixes: Sound
  • Swiftbows and Hagbane Swiftbows should now have an audible release sound when fired
  • Changes in VoIP buffering to improve quality.
  • VoIP now ducks game sounds when talking for improved VoIP clarity.
  • Fixed an issue where VO callouts didn't play when tagging downed allies
  • Additional VO lines should be triggered for players who are repeatedly incapacitated, when killing bosses, and killing specials in a row.
  • Added sound effect when Sienna cancels her Burning Head ability.
  • Tweaked Packmaster audio to make him a bit more noticeable
  • Fixed an issue where the sound from the double-barreled pistol carried by Saltzpyre Bounty Hunter would play in 2D for other players
  • The sound source of enemy projectiles passing by close to player have been improved to more accurately represent where the projectile actually is.
  • Aligned charge sounds for bolt staff to better match when it's appropriate to fire for the different levels of charged projectiles (there are 3, with times of 0.0-0.4, 0,6 and 1.25s release/buffer windows.)
Interface Changes
  • The Kill Feed now shows when enemies kill other important enemies, and when they kill or incapacitate players.
  • Fixed a crash that occurred when playing with console HUD.
  • Fixed objective marker not showing for pickups if player is already holding any objective critical item. Marker will now only disappear if the player is holding an item of the same type as the objective item(s).
  • Added an option for specifying subtitle font size.
  • Added an option for changing Sound Channel Configuration.
  • Added an option for changing the Subtitle Background Opacity.
  • Added an option to disable minimizing the game on alt tab.
  • It's no longer possible to enter words in the 'Twitch' text entry field and party chat UI simultaneously
  • Removed the XP multiplier text for the different difficulties since XP is now rewarded the same on all difficulties.
  • Fixed a bug where exclamation marks would be visible on hosts while a chaos spawn was killed at the same time it grabbed a host
General Tweaks
  • Terror Events now scale with difficulty.
  • Training dummies:
    • Unarmored dummy now counts as Chaos, Armored dummy counts as skaven.
    • Dummies now work vs stagger talents and procs.
  • Removed stagger-damage bonuses from dots (burn/bleed/poison) since it was silly. You would actually damage less against enemies thrown to the ground.
  • Increased champion and legend health values by 10% across the board. Slightly reduced health for cata horde (from 4.6 to 4.2) and default (from 4.6 to 4.5). Why? Cause talent changes to match up breakpoints with 10% power and to balance breakpoints on cata better. Cata is positioned at a 20-30% health increase for non-elite and 80% increase for elites compared to Legend at the moment.
  • Environmental hazards can now damage and/or stagger enemies
  • Made adjustments to help mitigate the problem with hot joining players spawning way back due to slow loading.
  • There's now a hidden timer which starts as soon as one player enters the bubble. When the "hidden timer" is done, another "visible" timer will begin. During this timer a system message will be displayed every X seconds telling the player "Mission will end in X seconds.". When both timers are done, the mission will end and all players outside the bubble will be counted as dead, and if they're carrying any tomes and/or grimoires they will not be included in the run. If all players step out of the bubble the timers will reset and start once any player step inside the bubble again.
  • Updated rarity of hats so that we have a more even distribution of rarities across all careers.
  • Adjusted the hitbox of sorcerers in order to make headshotting more consistent.
  • Enemies no longer get staggered when blocking projectiles.
  • Smiter talents will now always have a min stagger value of 1 (adding 20% to the final damage for the single, first target hit). This means that for hitting an enemy with stagger value 0, 1 and 2 the damage bonus output will be 20%, 20% and 40%. Changed from a 0.5 stagger value bonus added on top of any naturally occuring stagger value.
  • Assassin talent gets and increase of stagger value where headshot grants a 2 + half normal bonus. (used to be 1 + half normal bonus). This means that headshots are even more powerful and that they can now go above the max bonus, since a stager value of 0,1 and 2 would mean 40%, 50% and 60% damage bonus upon headshots.
  • (the talent choices introduced towards the stagger damage dynamic have been tweaked to allow better control of how players interact with the mechanic. Smiter (a flat ”count everything as stagger count 1, or flat 20% dmg bonus” on first target) and Assassin (a nice ”count headshots and crits as full stagger count, or 40% dmg bonus) gives and option to bypass the system and hit breakpoints but with limitations or skill requirements. Both Bulwark (add an extra 10% dmg taken buff to all enemies staggered by you for 2 seconds on top of any stagger-damage bonuses) and Mainstay ( add 0%, 40% or 60% dmg per stagger count instead) had their effects increased for those who like to play towards the mechanic)
  • Added first person camera movement that was missing on the heavy attacks with the shield weapons (sword, axe and hammer).
  • Added new third person attack animations for Kurber's shield weapons so he won't just play the shield bash for all heavy attacks.
  • Tweaked third person reload animations for the repeating handgun.
  • Tweaked temporary health granted from talents related to staggering enemies. Maximum of 5 enemies hit.
  • Reduced temporary health granted from talents related to cleaving through multiple enemies.
  • Power vs Faction and Power vs Armor type will now stack by adding to each other rather than multiply one after the other. (effectively changing a +10% with +20% into a +30% instead of +32%)
  • Fixed an issue where hits from Foot Knight's "Valiant Charge" sometimes didn't register, especially on inclines or declines.
  • Slayer Leap has been reworked to prevent as many out of bounds issues as possible, and to make it more impactful and less disorienting. Aiming the targeting reticule of the Slayer's Leap Career Skill close enough to yourself will now result in an AoE that does the same effect as the landing would have done, except no movement takes place.
  • Changed the targeting functionality for Waystalker's Trueflight Volley to never remove the target (unless it dies). This should solve some issues where these projectiles veers off from the intended target
  • Handmaiden's "bleed" during her active ability is now available as a talent and no longer an innate quality of the activated ability.
  • Animosity now properly grants Witch Hunter Captain 25% increased critical strike chance.
  • Bounty Hunter's Locked and Loaded - Single shot damage increase from 1.0 to 2.0. BLAM
  • Sienna staff burning dots: damage tick increased from 0.05 to 0.07. Note that this is in part to compensate for removal of stagger-damage buffing from dots in general.
  • Battle Wizard's Fire Walk has been reworked to prevent as many out of bounds issues as possible, and to make it more impactful and less disorienting.
  • Adjusted the timings for the reset of Battle Wizard Siennas Passive Ability "Tranquility" after attacking with a staff to be in line with when the attack ends, instead of when the action ends.
  • Changed the targeting functionality for Pyromancer's Burning Head to never remove the target (unless it dies). This should solve some issues where these projectiles veers off from the intended target
Weapon Tweaks & Fixes
  • Fix for starting attack with melee immediately after switching from ranged: Added check for hold input on initial melee charge since delayed wield switch caused by heavy ranged attack make timing attack input tricky - previously players had to wait until melee weapon was wielded for attack input to register, now a simple hold will start the attack as soon as the melee weapon is wielded.
  • Made headshot and crit effectiveness work the same way and stack as multipliers after each other. Previously, headshot would increase a factor with built in scale - basically rendering diminishing returns when combined with a crit up to the point of maxing out and doing nothing depending on weapon. NOW it's way simpler and should provide a flat buff to the headshot/crit part of the total damage.
  • Increased heavy stagger threshold from 2.0 to 2.5 of stagger resistance, basically making things fly around less and provide more controlled staggers.
  • Introduced an ignore stagger reduction to light smiter attacks (1h axe, axe-shield, elf 1h axe, and various 1h swords/falchion combo finishers). Note that dual wields are exempt from this. Should help with staggering foes across difficulties more easily.
  • Tuned increased stagger duration modifiers across the board, in general reducing the time-scale used in order to tighten up the loop a bit and balance better between pushes, heavy CC attacks and normal attacks.
  • Single target cleave:
    • Made different profiles for attacks that previously shared the same single-target cleave profile: Dual daggers lights and sword-dagger light 3 got slightly increased cleave (think 3 slaves), while other single target light attacks (stabs/axes and the like) kept the reduced 1-target cleave.
  • Removed exception for Armored enemies from the "headshots sets lowest stagger threshold to 0" effectively meaning you can get the smallest staggers on all enemies by hitting them in the head.
  • Ranged Weapons:
    • Gave all ranged weapons a default min stagger value bonus of 1, basically providing a 20% damage bump across the board.
  • Upped dodge and dodge count on the following weapons: ALL shield weapons (from 0.85 to 1.0 dodge and from 1 to 2 dodge count, elf went to 1.05 dodge and 3 dodge count cause elf) 2h axes (0.95 to 1.0 dodge) 2h hammers (0.85 to 1.0 dodge) 2h picks (0.9 to 1.0 dodge)
  • Smiter cleave reduced (0.09 to 0.05)
  • In order to set heavy hitting one target attacks apart we've reduced their cleave capacity to make hordes and multiple enemies trickier to handle.
  • Dual Axes
    • Fixed heavy followup crit vs armored - no longer deals less damage than a non-crit.
  • Glaive
    • Fixed heavy followup crit vs armored - no longer deals less damage than a non-crit.
    • Nerfed light attack cleave modifiers, should not receive a bonus towards cleaving roamer/horde enemies any more.
    • Fixed issues related to chaining multiple pushes and attacking after pushing with the Glaive.
    • Heavy opener: Increased damage to 0.4 (from 0.35) and stagger to 0.25 (from 0.2)
  • Sword & Shield
    • Fixed heavy followup crit vs armored - no longer deals less damage than a non-crit.
    • Change last light attack from staggering to damage cleaving (to match other light attacks). More damage across extra targets, less control and cleave.
  • Executioner Sword
    • Increase armor damage on executioner heavy attacks.
    • Damage coefficient from 0.5 to 0.85.
  • Falchion
    • Increased dodge range and speed from 1.2 to 1.25 multiplier
  • Rapier
    • Increased dodge range and speed from 1.2 to 1.25 multiplier
    • heavy: Increased damage for stab to 0.29 (from 0.25) and charged stab to 0.55 (from 0.45). Increased crit mod vs armor to 0.75 on both and non-crit vs berserker mod to 1.0 (was 0.75).
  • Saltz' Flail
    • Increased stamina from 4 to 6
    • Increased dodge count from 3 to 4
    • Increased dodge range and speed from 1.0 to 1.15 multiplier
    • Increased movement speed during attacks across the board.
    • Fixed issue with double-chaining first heavy attack.
  • Crossbows
    • Increased damage versus monster armor type by 50%
    • Increased overall damage multiplier from 0.6 to 0.7 on near range and 0.5 to 0.6 on far range
  • Hagbane Shortbow
    • Increased poison dot damage versus infantry armor type by 25%
    • Increased stagger power for direct hit while making it ignore stagger reductions. Should be able to stagger most things now. Direct hit poison dot increased from 0.05 to 0.08 per tick with a vs armor mod increased from 1.0 to 1.25. Note that this is in part to compensate for removal of stagger-damage buffing from dots in general.
  • Brace of Pistols
    • Reduced Monster damage - Critical strike modifier reduced to 1.5 from 2.5. Near armor modifier reduced from 2.5 to 1.5. Far armor modifier reduced from 1.5 to 1.0.
  • Empire Longbow
    • Headshot boost coefficient is now 1.5 (down from 2.5) on light charge attacks, and 2.5 (up from 1.0) on heavy charge attacks.
    • Increased fully charged shot damage vs armor (from 0.75 to 1.0 near and from 0.25 to 0.5 far)
    • Fixed scaling sync between chain actions and animation so they match. Result is sped up charged shot animations and live-matching attack chains.
  • Longbow (Aimed Shot):
    • Damage increased (from Far: 0.2, Near: 0.5 to Far: 0.4, Near: 0.6)
    • Armor damage multiplier from 0.6 to 0.8 on all distances.
    • Crit armor damage multiplier from 0.6 to 1.0.
    • Sped up charged shot animations and attack chains
  • Axe & Falchion
    • Reduced dodge count from 6 to 3.
    • Movement slightly nerfed across the board, hard to give exact values but it’s movement speed increased during charge/attacks that have been nudged by like 5-8% down.
  • Axe & Shield
    • You will enter blocked from a push-followup after a while if you just keep pressing block. Had a release requirement before.
  • 2h Sword (Elf)
    • You will enter blocked from a push-followup after a while if you just keep pressing block. Had a release requirement before.
  • Crowbill
    • We changed push-followup attack chain back to block (required block input release to trigger previously, this is kept but set to start window of 0.3 instead of 0.0, while adding a non reset requirement chain to block from 0.5).
    • Also nerfed it while I was at it, reduced speed overall by 5%. <3
  • Swiftbow
    • Light shots now fires continuously as primary fire is held.
  • Dual Axes
    • Bumped up stagger on dual axe attacks (from 0.1 to 0.125)
  • Shotguns:
    • Decreased armor damage (from 0.3 to 0.2 and crit from 0.5 to 0.3)
    • Increased armor stagger (from 0.5 to 0.75, crit stays as 1.0)
    • Reduced cleave (from 0.2 to 0.1)
    • Reduced damage on far range (from 0.2 to 0.15)
    • Fixed an issue where Blunderbusses and Grudge-Rakers wouldn't reload automatically if the fire button was held after firing the last shot
  • Flamethrowers:
    • LMB click: Increased damage and stagger multipliers against armored (1.0 on both, was 0.25 dmg and 0.75 stagger)
    • LMB click: Increased base damage (from Far: 0.05, Near: 0.1 to Far: 0.1, Near: 0.15)
    • LMB click: Increased overheat cost from 4 to 8
    • Charged spray: Reduced stagger multiplier vs armored (from 1.0 to 0.3 and 0.5 on crit)
    • Charged spray: Reduced crit stagger multiplier vs frenzy armor class (from 1.0 to 0.5 on both dmg and stagger)
    • Charged spray: Reduced damage from (from Far: 0.075, Near: 0.1 to Far: 0.05, Near: 0.075)
    • Charged spray: tweaked initial hit to match above, except kept 1.0 frenzy multipliers on crit.
    • Adjusted height of flamethrower start position to not miss small targets that are close (since we shot over their heads)
  • Shields
    • Changed so attacks from bosses don’t go through block for shield weapons, but instead pushes the shield user and reduces stamina.
    • Fixed issue with shield slams missing close targets.
  • 2H hammers
    • Made further attacks after push follow up chain faster.
    • Heavy: first target: Increased vs monster damage multiplier to 2.0 (was 1.5), increased damage to 0.275 (from 0.225).
    • Increased light damage to 0.325 (from 0.31)
  • Handgun
    • Increased aimed shot damage vs armor (from 1.0 to 1.2 multiplier) on near range.
    • Increased damage from 0.9 to 1.0, increased damage vs armored mod from 1.2 to 1.4.
  • Grudge Raker
    • Fixed so Scrounger does not trigger when getting a critical hit with bash attack
    • Increased reload window of Grudge Raker bash attack from 0.3 seconds to 0.65 seconds
  • Bolt Staff
    • Charged step 1 from 0.5 damage to 0.3, Charged step 2 cleave from 0.45 to 0.4, damage from 0.45 to 0.5. Charged step 3 cleave from 0.5 to 0.6, damage from 0.75 to 1.0 and increased vs Armor damage from 0.5 to 0.75 with removed reduction on far range.
    • Charged Bolt Staff shots should now correctly ignore shields.
  • Dual Dagger
    • Light attack bleeds now stack up to 3 times, with 2s duration and 0.75s-ish time between ticks (random between 0.5625s and 0.9375s so 2-3 ticks each). Was a 5s with 1s between before.
    • Improved default attack speed (from 0.9 to 0.95), improved dodge (from 1.25 to 1.35), reduced min block time (from 0.25 to 0.2s), fixed wield chain window from push followup (was 1.0s in, now 0.4s in) while moving block chain window on same attack to 0.3s (was 0.45s).
    • Increased heavy stab damage to 0.24 (from 0.2), increased vs armor multiplier to 0.8 (from 0.6)
    • Bumped dagger bleed tick damage to 0.12 (from 0.1)
  • Sword & Dagger
    • Light attack 3 and 4 bleeds now stacks up to 3 times, with 2s duration and 0.75s-ish time between ticks (random between 0.5625s and 0.9375s so 2-3 ticks each). Was a 5s with 1s between before.
    • Changed sword lights (light 1 and 2) damage profile to match dual swords. (more damage and stagger, less headshot multiplier).
    • Increased heavy stab damage to 0.24 (from 0.2), increased vs armor multiplier to 0.8 (from 0.6).
    • Bumped dagger bleed tick damage to 0.12 (from 0.1)
  • Hammer & Shield:
    • Added tank hit mass overrides to light attacks. Should cleave better.
  • 1h Sword (Elf):
    • Increased range for light attack chain, added some forced interpolation to help with headshotting consistency.
    • Increased heavy damage to 0.4 (from 0.35) and stagger to 0.25 (from 0.2)
  • Halberd:
    • Light stab: Reduced damage to 0.2 (from 0.25)
    • Light chop: Increased damage to 0.325 (from 0.31)
  • Elf Spear:
    • Light stab: Reduced damage to 0.2 (from 0.25)
  • 1h Axe:
    • Increased single target heavy damage to 0.4 (from 0.35) and stagger to 0.25 (from 0.2)
  • 2h Axe:
    • Increased light damage to 0.325 (from 0.31)
  • 1h Hammer:
    • Light attacks: Separated single wield and dual wield profiles, changed single wield with increased cleave to 0.6 (from 0.4) and increased damage on first target hit damage to 0.175 (from 0.15) and increased stagger to 0.25/0.175/0.15 (for 1st/2nd/subsequent targets, was 0.2/0.175/0.1).
  • 1h Mace:
    • Light attacks: Separated single wield and dual wield profiles, changed single wield with increased cleave to 0.6 (from 0.4) and increased damage on first target hit damage to 0.175 (from 0.15) and increased stagger to 0.25/0.175/0.15 (for 1st/2nd/subsequent targets, was 0.2/0.175/0.1).

Talent Changes:
For a full view of the newly updated talents for Patch 2.0, please check the following thread (or fire up the game and have a browse via the ingame interface!)

https://forums.fatsharkgames.com/t/winds-of-magic-talents-overview/34608
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