So, what I’m hearing is that Nurgloth the Eternal is the Rotbloods’ chief soothsayer and Burblespue Halescourge’s chief rival. Seems that while Halescourge keeps his squalid little throne because of those rotten little sorceries of his, Nurgloth can see the future … or bits of it, at least. Yeah, because that’s never gone wrong for anyone. My contacts reckon he’s even caught glimpses of the Realm of Chaos, so it’s safe to say that the poor bugger’s mad as a goblin doomdiver, on top of everything else.
Problem is, a seer’s only as good as his last prediction. While Halescourge is busy turning the Reikland’s finest into seeping goo, Nurgloth looks to be losing his status. Which’d explain why he’s looking for a way to get back into his chieftain’s good graces – or possibly his recently-emptied throne. You know what these northlanders are like.
‘Course, Nurgloth could just challenge his rivals and have done, but he’s cannier than that. He’s heard about our old mate Constant Drachenfels’ fascination with daemons. Let’s face it, if you’re a maniacal daemon-cavorting northlander, Old Drachenfels can likely teach you a useful trick or two – probably not in person, mind, but he’s bound to have left some notes about the place. Maybe even the odd captive daemon or two.
Now, much as I’m all for folk bettering themselves, I don’t think we can let this proceed. True, if Nurgloth gets what he wants out of Castle Drachenfels, he’s gonna settle a few scores in the tribe first. But when that’s done? Well, that ain’t gonna end well for the Reikland, now is it? Seems we’d better give him a lesson of our own before that happens.
To install the 2.2.1 Experimental beta, please:A 12mb download for the patch Experimental branch should then start downloading. If the download does not start automatically, please restart the Steam client. It's also around 12mb to switch back to the LIVE version.
- Right-click Vermintide 2 in your Steam library sidebar
- Select 'Properties'
- Select the 'Betas' tab
- Expand the dropdown and select:
2.2.1_experimental
PROGRESS WILL BE PERSISTENT BETWEEN THE TEST AND LIVE GAME
"The bond between ‘Lingering Flames and Famished Flames’ + ‘Kaboom!’ was undeniably strong throughout Season 1, and the picks became almost mandatory on some of the toughest challenges in the game right now. For Season 2, Battle Wizard has seen that brought down to more reasonable levels. There’s multiple angles we look to balance from, examples being ‘is something overperforming, or is other stuff underperforming?’ and in this case we’re certain that this talent pairing was the former. We noticed commentary trending that she was super strong, and oftentimes super boring to be in a lobby with as watching your BW simply pressing “F” to win isn’t much fun for everyone else.Nice one, cheers! On to Unchained - there is a bit of talk about town that Unchained feels in a bit of an awkward spot at the moment. What are your thoughts on that?
We still feel she has her core tenets met - the Battle Wizard represents Sienna trying to balance her addiction to Aqshy, but there’s still a fair bit of recklessness in there. It has a large AoE, explosion and dot heavy kit at her disposal still, but just without the one-button-to-win build. There may be additional adjustments made throughout this season, so do continue to share your feedback with us!"
"Unchained is a career with a pretty high skill ceiling I think, but when mastered can be very rewarding to play. It’s obviously the most melee-centric pick of the career choices for Sienna, and as mentioned before can be tricky to integrate nicely into a ranged archetype.Cool. Looking forward to seeing where we go with that. Lastly (for now) -- Sienna’s Mace. What role is this envisaged to play, and any chance of some love soon?
There is a murmuring amongst the community that Unchained has just only one viable build at the moment. I think that’s what you’re getting at right? I can see the possibility of some stuff to add more varied options to her kit in the future for sure. There is a discrepancy between her ability where it feels like you are giving up your power (overcharge) when you use it. Maybe we could scale with overcharge? More damage/radius when near max level overcharge? Or yield a cool buff when used at high overcharge. Something could be done there. I do think it’s going to take more than just sliding numbers up the scale, though, so it will need some more thought. Ideas of course welcome!"
“Siennas mace is a bashy/tanky weapon which transitioned from 1-handed weapon in Vermintide 1 to a 1.5-handed weapon in Vermintide 2 (a Bastard Mace? Can we call it that?). It should have good output versus armoured enemies as well as being a decent crowd control weapon, less on the damaging side and more on the tanky side. Maybe the issue is that it’s quite complex to use, what with alternating moveset for the charged attacks. I’d wager the mace could use some tuning as well in a future update. Since from the perspective of a 1h weapon it’s a bit slow, from the perspective of a 2h weapon it has a bit of a low output.Cheers, Kasper!
On the immediate horizon this won’t see change, but certainly is on my list of things to mess about with in a future update!”
"Well, you've opened up a path to Castle Drachenfels, so it's time to get in there and find out what's going on - and, if at all possible, rescue as many luckless villagers as you can. The Pactsworn are definitely up to something. Whether they're trying to resurrect Drachenfels himself or something else, put an end to it."