Warhammer: Vermintide 2

Warhammer: Vermintide 2

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Weapon Rebalance
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7 May, 2020 @ 10:01pm
12 May, 2020 @ 5:54pm
12 Change Notes ( view )

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Weapon Rebalance

Description
Mod required hostside and clientside. Damage calculation and weapon stats are clientside but damage profiles don't seem to update clientside.

This mod buffs most underperforming weapons for Cataclysm and nerfs a few of the overperforming weapons. All of the changes have been playtested by a few people in developing it, but more feedback is needed.

Patch Notes for Weapon Rebalance Mod
Melee Weapons-------------------------------------------------------------------------

Kruber--------------------------------------------------------------------------------------

1H Sword (Kruber + Sienna)
Finesse multiplier(headshot/crit multiplier) increased to ~2 for all attacks, up from 1.4 for light attacks, 1.5 for heavies

1H Mace / 1H Hammer ( Kruber+ Bardin)
Light attacks 1 and 2 and push attack now have Tank hit mass multiplier
Light attacks 3 & 4 now have the same single target damage profile.
Light attack 3 now has 10% bonus crit to compensate for being an uppercut animation.

2H Hammer (Kruber + Bardin)
The push attack now has the same damage profile as the heavy attacks. No tank hit mass count
Heavy tank attacks now properly puts enemies into stagger level 2 (fixes a bug)

2H Sword (Kruber + Saltzpyre)
Move speed charging heavy attacks increased to 60% from 20%
Light attack animation speed sped up by approximately 10%

Mace + Shield/ Hammer + Shield (Kruber + Bardin)
Heavy Chain now begins with shield bash

Mace + Sword
Lights 1 and 2 now have the same damage profile as 1H Mace
Lights 3 and 4 now have the same damage profile as 1H Sword
Each weapon in the heavy attack now has the same damage profile as the original Falchion Heavy
Heavy attacks and light attacks 3 & 4 now have Linesman hit mass count

Halberd
Heavy chain order reversed, the first heavy is now the Heavy Stab, and the second heavy is now the Heavy Sweep
Intact Attack Chains:
Light chain and push-stab chain remains intact
Light 1-> Light 2-> Heavy stab, Lights->Heavy stab chain intact
New Attack Chains:
Light sweep (L1) chains into Heavy sweep (H2)->repeat
Heavy stab(H1) chains into light stab(L2) into light overhead(L3)->repeat
Heavy stab(H1) chains into light stab(L2)->repeat
Light sweep (L1) chains into Heavy sweep (H2)->repeat
Heavy sweep (H2) chains into Light sweep (L2)
Weapon Changes:
Heavy Linesman added to Heavy Sweep (H2)->Armory mod will not reflect the change in heavy attack order
Dodge range increased from 0.95(-5%) to 1.0 (0%)

Bardin-------------------------------------------------------------------------------------
1H Axe (Bardin + Saltzpyre)
Animation pause after Light 3 reduced from 0.42s to 0.3s
Light attack animation speed increased by roughly 8%
Move speed while performing light attacks increased (from 75% to 85%)
Heavy attack charge time reduced from 0.6s to 0.5s
Heavy attacks now share a damage profile with 2H Hammer light attacks

2H Axe
Heavy attacks now have linesman hit mass count
Light attack 3 now has the same damage profile as light attacks 1 and 2
Push attack now has linesman
Now has 6 stamina (3 shields), up from 5 stamina (2.5 shields)

Axe + Shield
Light attacks sped up slightly
Charge time required for heavy attacks decreased slightly

Dual Axes
Finesses multiplier on all attacks increased to ~ 2.0 (up from ~1.5)

Warpick
Linesman hit mass count added to light attacks

Kerillian----------------------------------------------------------------------------------

Elven 1H Sword
Light attack Finesse multiplier increased to ~2.0 from ~1.4
Heavy 2 changed to the damage profile of Crowbill Heavy 1
Light 3 armor damage increased by 20%

Elven 2H Axe (Glaive)
Reverted WoM nerf. Linesman added back to light attacks
Now has 6 stamina (3 stamina shields), previously 4 stamina (2 shields)

Elven Axe
Heavy attacks now share a damage profile with 2H Hammer Light Attacks
20% bonus critical strike chance added to push stab

Elven Dual Daggers
Removed bonus 10% crit from lights 1 and 2

Elven Dual Swords
Dual swords light attack damage increased by 25% against infantry.
Push-stab armor damage increased by 20%

Elven Greatsword
Light attack animation speed increased ~10%

Elven Spear
Push attack, Light 3, & Heavy 1 now all have Linesman hit mass count.
Reverted 25% nerf to light stabs that came with WoM, (base damage up to 0.25 from 0.2)

Elven Spear + Shield
Light 3 changed from a poke into a sweep, added linesman to light 3

Saltzpyre-----------------------------------------------------------------------------------
Axe + Falchion
Removed heavy linesman and bonus 20% crit from push attack
Increased dodge count from 3 to 4
Increased dodge distance from 1.1(10%) to 1.2(20%)

Falchion
Now has 6 stamina (3 stamina shields), previously 4 stamina (2 shields)
Heavy attacks 1 & 2 now have the same damage profile as Elf 1H Sword Heavy 1
Light attack 3 now has the same damage profile as Heavy attacks 1 & 2

Flail
Lights 1 & 2 now have Tank hit mass count
Damage of Heavy attacks increased by 30%


Billhook
Increased dodge distance to 1.15(15%) from 1.1(10%)
Decreased dodge count from 99 to 3

Sienna-------------------------------------------------------------------------------------
Dagger (Sienna)
Now has 6 dodge count instead of 3

Mace (Sienna)
Max dodge count increased to 4 from 3
Heavy 1 now has the same damage profile as 2H Hammer Light attack (23% buff to damage)
Animation time of Heavy 1 sped up slightly
Range of Heavy 1 increased slightly
Damage of Heavies 2 & 3 increased by roughly 30%
Range of Heavies 2 & 3 increased slightly
Animation speed of Heavies 2 & 3 increased slightly
Light attack 1 damage profile changed to Halberd L3 Damage profile (30% buff to infantry damage, 60% buff to armor damage)
Range of all light attacks increased slightly
Animation speed of all light attacks increased slightly
Move speed during all light attacks increased to 80% from 60%

Flaming Flail
The explosion of Heavy 1 now deals direct explosion damage (bug fix for intended behaviour)

Ranged Weapons-----------------------------------------------------------------------------

Beam Staff
Overcharge generated by shotgun blast reduced significantly (~33%)
Weapon switching while charging the weapon is reduced from 0.2s to 0s (matching all other staves)
Weapon switch window after a shotgun blast reduced from 0.4s to 0.3s to match the 0.31s animation time of the shotgun blast.

Drakefire Pistols
Overheat of the shotgun blast reduced ~33%
Dodge range buffed from 85% (-15%) to 100% (0%)

Empire Longbow
Forced zoom delay is now 2s instead of 0.4s (allows full charge without being forced to zoom in)
25% move speed while holding a full charge (increased from 0% previously, 25% is similar to the full charge move speed of bolt staff)

Handgun
Reload time reduced from 2.0s to 1.5s
Max ammo = 16, up from 12
Cleave buffed 50% to match crossbow

Repeater Pistol
Linesman is now on the bullet spray ( linesman gives shotgun mass reduction on ranged weapons)
Additionally the bullet spray has been given 50% additional penetration against Chaos Warriors on crit (now deals 75% superarmor damage relative to armor damage on crit, previously 50%)

Swiftbow
Increased armor damage by approximately 100% on charged shots
Increased monster damage by 30% on charged shots
Increased cleave by 100% for quick shots and 100% for charged shots

Throwing Axes
Increased monster and berserker damage by 30%

Volley Crossbow (Saltzpyre)
Ammo pool boosted by 50% (from 30 max ammo to 45)
Cleave increased by 150% to match crossbow
Reload time reduced from 5s to 4s
Dodge count increased to 3 from 1

Volley Crossbow (Shade)
Cleave increased by 150% to match crossbow

Here is a github page with a rationale behind the changes if you are interested:
https://rwaonrddosm.github.io/Rebalance/
30 Comments
Incandescent  [author] 21 Jul, 2021 @ 2:25pm 
The mod has been (mostly) implemented into the game at this point.
Dr_Z 21 Jul, 2021 @ 7:02am 
do anything in this mod is differ from the game nowadays? seems everything in this mod
is exactly the same in the game nowadays with out the mod .
Dr_Z 21 Jul, 2021 @ 6:59am 
wait , I thought this mod is a rebalance , but most of,,almost every single thing in the change log in the description are...already in the game?
Mingnit 16 Oct, 2020 @ 9:53am 
Is there any way to remove the horrid "slow down" effect of the elven axe? It seems to be pretty decent apart from that, and it honestly kills it for me.
Also, the volley crossbow for shade needs to be brought in-line with the other choices. Maybe more ammo/dmg.
MeleeSlaaneshFe 12 Jul, 2020 @ 3:16am 
Well, I agree once more with ???
Scout 11 Jul, 2020 @ 12:36pm 
I mean why would a slayer currently pick dual axes?Besides mobility and unarmored monster dps there is nothing good about them.Its literally shit version of dual daggers.
Incandescent  [author] 11 Jul, 2020 @ 9:11am 
There are a lot of things I'd call dual axes but I don't think "slow" would be one of them.

We could potentially buff it further but there's the risk of bringing it back too far towards the state it was in where it needed nerfs.
MeleeSlaaneshFe 11 Jul, 2020 @ 5:53am 
I feel same, too. I agree with ???
Scout 11 Jul, 2020 @ 5:36am 
I still think dual axes need much better buffs than finesse mult,this is a slow weapon with bad atk angles,add dwarf height and this "buff" makes very little sense.
Press F  [author] 9 Jul, 2020 @ 7:41pm 
Maybe, but based on what I know, animation changes and removing animations on weapons is likely to infringe on weapon identity too much and very likely for Fatshark to veto it from going into the live game. It would take a lot of convincing feedback for them to accept those changes.