Warhammer: Vermintide 2

Warhammer: Vermintide 2

Weapon 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.
Andele 9 Jul, 2020 @ 5:35pm 
Any chance for the mods version of Exec sword having its 3rd light attack to be completely removed, making it loop properly & horizontally (reverse of the FS choice of giving it 10% crit despite making no sense as both a attack type and angle/aka was added to proc swift).
MilleniumFalc0n 10 Jun, 2020 @ 2:16am 
The bow girl should be nerfed
MeleeSlaaneshFe 22 May, 2020 @ 11:18am 
I see, but still, I think movement speed of any melee weapons should not go under the 70% - 80% of normal movement speed. At the very least, 60%.

Offensive of shields are really weak and with slow movement speed during attacking makes shields are feels really underpowered. Except the Spear and Shield of Kerillian.
Incandescent  [author] 20 May, 2020 @ 9:27pm 
The reasoning for that is shields are highly defensive (and realistically, quite heavy) and thus should be relatively immobile compared to their non-shielded equivalents.

we also felt that other aspects of the shield weapons are in need of buffing rather than the movement speed
MeleeSlaaneshFe 20 May, 2020 @ 8:59am 
Didn't know you roll back the movement speed buff on the shields. Could you tell me why it has been nerfed back?
Incandescent  [author] 17 May, 2020 @ 2:01am 
Shotguns are in a good spot right now so not currently any plans regarding them
Fate 16 May, 2020 @ 7:24pm 
Any plans for shotguns?
Burger King 15 May, 2020 @ 6:50am 
Bardin's 2H axe, I love the linesman tag to his heavy attack and especially the push attack, since the push attack in particular was pretty awful. Light attack 3 fits much better with the profile of the other two light attacks. My only concern is the 2H axe still feels worse in every way compared to the 2H hammer except for attack speed.
M-SK 11 May, 2020 @ 2:37pm 
Dobrá a zábavná. :steamhappy:
M-SK 11 May, 2020 @ 2:35pm 
Super hra.
Incandescent  [author] 11 May, 2020 @ 1:44am 
Hit mass counts add certain properties to an attack

without going into too much detail; you can expect that something with linesman will cleave more trash units

Finesse is essentially a value that increases headshot and critical damage
Semiprogamer 11 May, 2020 @ 1:26am 
What is linesman hit mass count and finesses?
Taco Man 9 May, 2020 @ 11:48pm 
Wiz Mace L1 to L2 is hilariously fast. first animation barely finishes. needs a tweak there i reckon
Level12Lobster 9 May, 2020 @ 5:43pm 
Sienna
Flaming Flail
L2 chain to H2, instead of H1
Push Attack chain to L4, instead of L3
MotaRin 9 May, 2020 @ 5:28pm 
>Elven Dual Daggers
Removed bonus 10% crit from light attacks

ahahahahahaHAHAHAHAHAHAHAH
F.L.O. 9 May, 2020 @ 2:40pm 
Played a couple of hours with the Rebalance. The Halberd is fantastic. The attack speed seems suddenly really high, since you dont need to black cancel the L1 anymore. The Hammer feels really good aswell. The Push attack change actually helps alot in getting the breathing room to do follow up charge attacks. Gonna try more of them tomorrow.
Hanzy the Heretic 9 May, 2020 @ 9:23am 
Awesome! Thanks guys!:chug:
Arthiio0 9 May, 2020 @ 2:19am 
lots of good changes, the 1h axe's & 1h mace in particular feel really strong with this (maybe too much?). The 1h sword on the elf feels overdone imo but might be needed to sway people into using it.


I hope any of the devs can take notes cuz this would be an awesome way to implement balance changes going forward.

Some suggestions for potential changes:

***MELEE***

2H sword could use an increase in stamina to help with dealing with armor.
Sword & Mace could use some higher (boss) damage on heavies
Sword/Spear & shield: increase push block angle to 180° match other shields

***RANGED***

Hagbane: Reduce Boss damage multiplier,
Throwing axes: increase projectile & firing speed as well as faster recall.
Shotguns: Increase ammo capacity
Bop's: reduce long range damage/accuracy.

Kayzaa 9 May, 2020 @ 1:10am 
lovely
il 8 May, 2020 @ 10:07pm 
can you add an animation to kiss incan

asking for a friend