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The only characters that you can do a semi-reliable 'ranged-only' run with are Waystalker with Swift/Longbow, and Sienna with Conflag staff. I feel like the BH should be able to do it with the Repeater Pistol, but it just doesn't have the damage to clear out hordes before they get close to you; so unless your team covers your vulnerabilies, you will have to swap to melee. Neither Kruber nor Bardin have the weapons to adequately clear out hordes and deal with armour; I did think that Drakefire and Gromril plated ammunition might work for Outcast Engineer, and whilst it maybe could it still just doesn't feel as 'safe' due to the lack of a 'safety button' (Waystalker can press F if anything gets the jump on her), and the fact that his ramp up time is too long to be able to immediately deal with an expected threat (Sienna has essentially no ramp up time with her Conflag staff and can insta-stagger pretty much anything that surprises her).
clearly you didn't play much of vermintide 1. Haste/berserker and scavenger was a thing, so was the wizard and drakefire pistols on dwarf. There was even scavenger on melee to make sure that everyone had unlimited ammo.
Well, for the wizard/drakefire, yea, that was their thing. It really made them stand out, but they were exceptions and had their own heat mechanic to limit the abuse. As for the other things like "scavenger on melee" well... yea? It forced you into melee to gain ammo. There was no "Bardin spawns tons of ammo for the entire team" or Kerillian's "Ulti that kills 10 different elites all at one time while also replinishing ammo and recharging instantly" mechanics. I remember having "infinite" ammo in V1, but you had to work for it. In V1, you had to use melee to generate infinite ammo, in V2 you have to use ranged to generate infinite ranged ammo...
you really didn't. playing with an infinite ammo swiftbow in vt1 was pretty much the same in vt1 as it is in vt2. You had 100 ammo and irrc it was something like 1 in 4 kills gave you back 5 ammo and then when haste or berserk procced you had a few seconds of free ammo that could also proc scavenger. So unlimited non stop shooting was easy to do. You only needed scavenger on melee if you were unlucky or missing too many shots.
the hagbane gas cloud would also proc scavenger and non charged arrows still had a small gas cloud, allowing the elf to fire off a ♥♥♥♥♥♥♥ about of shots, even more than she can in vt2.
You could also put regrowth on ranged weapons and get health back from ranged hits in vt1.
Legend in vt2 is about the same as playing nightmare in vt1 and a ranged build could easily shoot everything before anyone had a chance to do anything in that game on nightmare, too.
Horde without specials to back it up isn't much of a threat, but the opposite holds true as well, where specials without (mixed) horde present to bolster their attacks, are effectively useless.
In legend I yolo with ranged glass cannons as well (I dont play melee careers there, especially the more "defensive" builds). Legend becomes easy at a certain point.
Well actually in my opinion you have to play the "defensive" melee builds more agressively and offensively than any other chars. Your the wall on the frontline which should never fall back and take all the aggro after all.
this will maybe show you the ropes for melee only
Legend is actually the rough equivalent of the old Cataclysm in terms of overall enemy stats. For example, unless stuff has changed in the meanwhile, lone slaves and clanrats do 37.5 damage in both difficulty modes, whereas they did about 20 in the old nightmare mode. Overheads do 100 damage in both, as opposed to 50 in old nightmare and so on. Of course it's not the same experience since you have many tools like +% health, it's easier to 1shot bosyshot enemies in Legend as opposed to old Cataclysm and so on. I'd say that Cataclysm in Verm2 is quite different from the old version and a bit of a step up from it.