Warhammer: Vermintide 2

Warhammer: Vermintide 2

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THP & Stagger Talents Rebalance
   
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0.309 MB
Mar 6, 2021 @ 4:07pm
Jan 30 @ 4:34pm
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THP & Stagger Talents Rebalance

In 1 collection by RwAoNrDdOsM
Rebalance Mods
2 items
Description
This mod is an attempt to rebalance thp and stagger talents (lvl 5 and lvl 15 talent rows). All of the changes have been playtested by a few people in developing it, but more feedback is needed. These changes are very much so not set in stone and all feedback is appreciated

Changes for THP:
Vanguard (thp on stagger), Reaper (thp on cleave), Bloodlust (thp on kill), Regrowth (thp on heashot/crit)

THP Talent spread/distribution has been adjusted to three sets, varying by career:
Set 1: Vanguard, Reaper, Bloodlust: Merc, FK, GK, IB, Zealot, WP, UC
Set 2: Vanguard, Reaper, Regrowth: Huntsman, RV, OE, WHC, BW, Pyro
Set 3: Reaper, Bloodlust, Regrowth: Slayer, Waystalker, Handmaiden, Shade, SotT, BH

  • Changed the amount of thp you recieve from enemies when using bloodlust (see below).
  • Changed the amount of thp you recieve from critcal hits to 1.5 and headshots to 3.5, critical headshots being 5, when using Regrowth.
  • The hand of shallya trait has been replaced with the heal share talent.
  • Fixed getting unlimited thp on Vanguard when using shield slams. (approx. 8 thp limit)
  • Fixed Vanguard not proccing when you killed an enemy which is staggered, cleave unchanged.
  • Fixed getting thp on corpses when shotgun bashing, shield slamming and fire sword heavies and similar attacks. (which is something that would be in live)

First value is original. Second value is the modified one.
  • beastmen_horde = 1.5->1.5
  • chaos_roamer = 3->3
  • skaven_special = 8->8
  • chaos_warrior = 30->20
  • skaven_elite = 8->8
  • beastmen_roamer = 3->3
  • chaos_elite = 15->10
  • beastmen_elite = 15->15
  • skaven_horde = 0.5->1
  • chaos_special = 10->10
  • skaven_roamer = 1->2
  • monster = 50->35
  • chaos_horde = 1->1.5

Changes for Stagger:
Stagger Talent spread/distribution has been adjusted to two sets, varying by career:
Set 1: Smiter, Assassin, EP
Set 2: Smiter, Bulwark, EP
Distribution:
Set 1: Merc, Huntsman, RV, Slayer, WS, Shade, SotT, WHC, BH, Zealot, Pyro
Set 2: FK, GK, IB, Engi, HM, WP, BW, UC
  • Mainstay removed: the talent is conceptually weak and without a complete rework, or nerfing to competitors, will always be realistically inferior to smiter and enhanced power
  • Bulwark buffed: 10% damage bonus now applies to all damage types and duration has been increased to 5 seconds. The intent here is to improve the supportive niche and make it an adequate alternative option for that playstyle.
  • Enhanced Power buffed to 10%
  • Assassin no longer applies on crits
  • Smiter unchanged
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15 Comments
Stygian Emperor Jun 19 @ 8:59pm 
thanks!
RwAoNrDdOsM  [author] Jun 19 @ 7:57pm 
Below is a link to a pastebin where we explain how the stagger system works normally and what we changed and why we changed it. https://pastebin.com/Yk2eERB0
Stygian Emperor Jun 19 @ 9:04am 
am i wrong or does mainstay not apply the bonus damage to large groups rather than smiter's single target? i'm far, far from actually being good or knowledgeable about this game, but it seemed like the idea was that
- mainstay would clear hordes and was good on, like, bludgeons that already stagger, because it adds a ton of damage to everything that actually gets staggered by the weapon, while
- smiter was good for swords and axes because it let them consider one enemy in their attack as staggered regardless of if they could actually stagger it

and does assassin applying on crits make it too good? i have a lot of builds around crit chance and assassin that i think i'm going to miss.

to be clear, i'm not saying i'm right (i'm sure i'm not), but that i'd like to know where i'm wrong.
CombustiblSquid Jul 5, 2021 @ 10:34am 
In line with what GeyHound was saying, the thp on stagger for shields and sienna fire sword/dagger still feels good so no complaints here from me.
RwAoNrDdOsM  [author] Jul 5, 2021 @ 12:07am 
First we're basing the balance off Legend/Cata so adding onslaught isn't the most helpful to us. With the Vanguard, basically when you killed something and it should of staggered, it won't proc thp on stagger. What the mod does is fixes it so if you stagger kill something, it will give you thp
GreyHound Jul 4, 2021 @ 11:57pm 
A friend of mine was trying out Vanguard as Axe&Shield Ironbreaker on Cata Onslaught, he said the stagger thp nerf is fine and that it doesn't feel too bad with shield slams. You no longer generatemassive amounts of THP out of slamming a horde two/three times. Also, either the fix for Vanguard not proccing when you kill a staggered enemy doesn't work or the wording is off and my friend didn't get it. Would you mind clarifying in detail what that issue with Vanguard is?
Playing Reaper on Grail Knight was a massive boon during Skaven hordes but ulting a few Plague Monks or Stormvermin felt horrible because I only got 5 thp back.
RwAoNrDdOsM  [author] Jul 4, 2021 @ 7:32pm 
I'll remove the option to turn off the mod cos that isn't a functionality of the mod.

The mod should be able to be used with teammates, but everyone will need the mod or some strange thing might start happening. There may be some problems with clients not getting proper talents and what not, so if that's the case please tell me and I'll fix it.
CombustiblSquid Jul 4, 2021 @ 9:32am 
Couple questions. To turn this mode on and off does it have to be toggled out of the game in the mod settings? I noticed if it is toggled off in game, but still applied in the mod menu out of game, it causes issues in the talent screen.

second question: for this mod to be used with a team, do all members need the mod, and what happens if only I have it, but others don't? Does this apply the mod only to me, or does it not work at all?
Killishness Jul 4, 2021 @ 12:32am 
A lot of the changes seem very well thought out . It allows classes to use weapons they wouldn't normally and have great synergy (Huntsman with Assain and Sword, Great axe on IB with Reaper).

There are some potentially problematic synergies though

- Merc with Assasin and the executioner is a bit problematic , it provides too much killing power, especially with Hitting the Sweet Spot and More the Merrier, perhaps giving Merc Bullwark would be the best solution

- Enhanced power being 10% benefits ranged classes a bit too much , makes battle wizard more powerful (which is never a good thing), I feel it should stay at 7.5% since that extra 2.5% doesn't affect many ranged or stagger breakpoints but makes DoT weapons ~33% more effective

Overall the mod definitely gives players more freedom in their builds, streamlines the temp hp talents and allows any class to use any weapon, which are some very refreshing changes.
Stygian Emperor Jul 3, 2021 @ 6:55am 
this is basically something i've been wanting for a while.