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.
We have just hotfixed the issue in yesterdays patch related to fire dot damage not scaling with hero power appropriately. Sienna mains rejoice.
Technical SupportUsers 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.
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.
"Bit of a troubling one for you. Seems we've had a bloody great meteor make a mess. Sort it out, would you?"
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.
"Bit of a troubling one for you. Seems we've had a bloody great meteor make a mess. Sort it out, would you?"
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.
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.
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.