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Warhammer: Vermintide 2 - Winds of Magic launching the 13th of August!

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Posts

  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    Bethryn wrote: »
    3clipse wrote: »
    Here is another mechanic the game didn't mention - Block-push with most weapons is an AoE stagger, but Block-push with any weapon paired with a shield is an AoE knockdown.
    This is what the Powerful Blocks attribute on weapons means, I'm pretty sure. It's why certain weapons can interrupt a Norsca Berserker's attacks, while others do nothing.

    Aaaah I was trying to figure out what exactly Powerful Blocks meant, because I didn't think it just referred to a wide block angle and high natural stamina. Man this game is like Dark Souls level at not telling players how things work.

    Julius
  • ColumnColumn Registered User regular
    Massena wrote: »
    3clipse wrote: »
    Here is another mechanic the game didn't mention - Block-push with most weapons is an AoE stagger, but Block-push with any weapon paired with a shield is an AoE knockdown.

    Is THAT what was going on? I got an axe/shield combo around the same time I unlocked Ironbreaker and noticed my tanking was SO much better. Hadn't put that connection together though. Man, why would you ever tank with anything that doesn't put the enemy on the ground, given that?

    Because you might want to go Move&Murder. Block-Push is also an attention-getter (and a way of breaking through shieldguards), and you can tank by a combination of movement, attacks and parrys, while killing a lot more effectively (since non-shield weapons hit harder as a rule).
    Works, but gets progressively harder as the difficulty levels go up. At max difficulty tanking with a shield is skill-intensive enough.
    To build on this, before abilities in the sequel dodge movement and enemy placement was king in Verm1 with an average group on Nightmare and Cataclysm. Running a 1h mace, once they buffed 1h dodge distance at least, was one of the best tanking weapons and arguably the best. You had attacks to deal with every enemy be they armored or a horde.

    It can be a little harder to tell here between FatShark's shoddy patch notes and the game using hero power as a metric for cleave, but it looks like 1h maces still damage 2-4 enemies then push all other enemies. So if you swipe then swing the mouse or thumbstick you can hit every enemy in a horde to kill a couple to a few, then push the others, dodge, repeat. You can do the same thing with a 2h hammer trading smaller dodges for increased damage.

    I like running a shield to FPS tank because it's fun but it's still arguably more effective to run a 1h or 2h even with the new abilities. Depending on how engaging you find the dodge mechanic move and murder, as rabbit put it, turns the game more into a 3D fighter than a shooter and is one of the reasons I love it so much. You actually get the feeling of committing to something and playing footsies from an entirely different genre.

  • MassenaMassena Registered User regular
    Massena wrote: »
    3clipse wrote: »
    Here is another mechanic the game didn't mention - Block-push with most weapons is an AoE stagger, but Block-push with any weapon paired with a shield is an AoE knockdown.

    Is THAT what was going on? I got an axe/shield combo around the same time I unlocked Ironbreaker and noticed my tanking was SO much better. Hadn't put that connection together though. Man, why would you ever tank with anything that doesn't put the enemy on the ground, given that?

    Because you might want to go Move&Murder. Block-Push is also an attention-getter (and a way of breaking through shieldguards), and you can tank by a combination of movement, attacks and parrys, while killing a lot more effectively (since non-shield weapons hit harder as a rule).
    Works, but gets progressively harder as the difficulty levels go up. At max difficulty tanking with a shield is skill-intensive enough.

    Sure, I can see that. It seems like it would be more efficient though to let the tank tank and the squishes kill. If you're focused on killing as a tank, like Column talks about, does that send the wrong signal to your team, who is in roles that might kill more effectively, creating more confusion?

    I tend to play on pubs more, where sending a clear signal is pretty important: I will be doing X (where X is "knocking everything on it's ass", or "throwing fire from the rear on anything grouped"). And everyone else can figure out what they're doing in response. I gravitate to tanks because it seems like a needed role that doesn't get filled and then you have 4 people running around killing things and less likely to be paying as much attention to the group and then everyone wipes (obviously an exaggeration, but you get the point, I hope).

    I AM glad to hear that there are other ways to play the tank role, just not sure I would be able to send the same signal to Rando Calrissian if I were running around killing things like everyone else. Maybe that's just me though.

  • DonnictonDonnicton Registered User regular
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  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited March 2018
    To be fair, I'll take a mediocre Kerillian over a good Slayer any day of the week. A middling Kerillian can at least kill specials decently, but a Slayer never does anything but chop constantly and leap away from the group. When the chips are down on Champion, the team needs characters that keep the team standing, not the ones chasing kill stats. And elf players can be annoying but I also see them regularly pulling out a spear or something when things get hot and close, doing plenty of CC work.

    Ninja Snarl P on
  • That_GuyThat_Guy I don't wanna be that guy Registered User regular
    I've been rocking a lot of iron breaker. I dig the taunt move to draw mobs away from bosses. I'm going to have to spend more time with the other classes to see who else I like.

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  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    Salt.

    You aren't getting great stats because you're good, you're getting them because YOU'RE CONSTANTLY STANDING IN THE WAY OF THE FUCKING REST OF THE TEAM AND ARE THEN OUT OF POSITION WHEN THE SHIT GOES DOWN. And then when the shit goes down, you keep dashing back and forth across the line of sight of anybody else trying to help you or shoot.

    That being said, I think I've topped out at Champion with Sienna. It's virtually impossible to not get a Slayer or flamethrower dwarf, triple ranged characters, or tanks that won't block. I've won something like one of the last five games or so, which is a really shitty ratio and not at all fun.

    Julius
  • FiendishrabbitFiendishrabbit Registered User regular
    Why would you even use a flamethrower at champion level? It seems like you're really messing up your Special&Baws takedown power for swarm-murder...which the Ironbreaker is pretty darn good at anyway.
    Especially since Drakefire pistols are right there!

    P.S: I'm having a lot of fun with Victor as Witch hunter. His infini-parry is hilarious and I just love his repeater pistol. I just can't decide which of his melee weapons I enjoy the most. I mean, for Bounty Hunter you obviously use the Rapier (for continual critshots when you're in melee) but...

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  • CorriganXCorriganX Jacksonville, FLRegistered User regular
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  • HerothHeroth Registered User regular
    Why would you even use a flamethrower at champion level? It seems like you're really messing up your Special&Baws takedown power for swarm-murder...which the Ironbreaker is pretty darn good at anyway.
    Especially since Drakefire pistols are right there!

    P.S: I'm having a lot of fun with Victor as Witch hunter. His infini-parry is hilarious and I just love his repeater pistol. I just can't decide which of his melee weapons I enjoy the most. I mean, for Bounty Hunter you obviously use the Rapier (for continual critshots when you're in melee) but...

    Do... do you? What makes the Rapier so good for the Bounty Hunter? i've been going with Falchion+Repeater and it seems to be working out great... Is it a horde thing? the rapier being better at killing mass hordes?

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  • IblisIblis Registered User regular
    I believe he's referring to the fact that the rapier has a paired pistol, and therefore can take advantage of the Bounty Hunter's ranged auto-crits (particularly the ones from melee kills).

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  • ColumnColumn Registered User regular
    Heroth wrote: »
    Why would you even use a flamethrower at champion level? It seems like you're really messing up your Special&Baws takedown power for swarm-murder...which the Ironbreaker is pretty darn good at anyway.
    Especially since Drakefire pistols are right there!

    P.S: I'm having a lot of fun with Victor as Witch hunter. His infini-parry is hilarious and I just love his repeater pistol. I just can't decide which of his melee weapons I enjoy the most. I mean, for Bounty Hunter you obviously use the Rapier (for continual critshots when you're in melee) but...

    Do... do you? What makes the Rapier so good for the Bounty Hunter? i've been going with Falchion+Repeater and it seems to be working out great... Is it a horde thing? the rapier being better at killing mass hordes?
    If they haven't patched it since release (I've been bouncing around on all characters since getting Saltz to 25 to check it) the pistol shot with rapier counted as both a ranged and melee attack. So you get a guaranteed crit shot, which on kill, counts as a melee kill to reset the ability. As much as I prefer running falchion, just find the rhythm of heavy slash into dodge skating more fun, rapier gives you a ranged option to reset your ability rather than looking for an easy kill to melee.

    Pair the easy resets with your free shot talent at 15 and it makes the volley bow even sillier than it was in Verm1; you never run out of ammo and rarely fight something you need to spend ammo on rather than using your free crit shots given how often they're up.

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  • DonnictonDonnicton Registered User regular
    As with most other melee feedback in this game, its heavy attack gives an especially delicious stab feeling that's just... so nice. You really feel like you're just jabbing that rapier right into its face.

    cptrugged
  • JeixJeix Registered User regular
    I pretty much always use the rapier as salts too. I like the falchion, but I spent a lot of time in the first game without it so the rapier mechanics are just more comfortable for me.

    I like that it has an extra shield over the falchion, faster movement while blocking, and efficient dodging so you can wiggle back and forth to block shots from people like @Ninja Snarl P .

    On bounty hunter I almost never use the pistol though. Once you get used to swapping to ranged and letting off a shot quickly, there isn't much reason to use it. I guess you can chain crit kills with it, but I'm not sure that would be any more efficient than just poking them in the face at the range it is effective. I use it mostly for trying to coax a good stagger from shielded enemies to open them up for a headshot stab.

  • MagicPrimeMagicPrime FiresideWizard Registered User regular
    I have fallen in love with Ironbreaker as well, and the dual pistols with the 30% heat reduction has been getting me so many ranged kills.

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  • FiendishrabbitFiendishrabbit Registered User regular
    Jeix wrote: »
    I pretty much always use the rapier as salts too. I like the falchion, but I spent a lot of time in the first game without it so the rapier mechanics are just more comfortable for me.

    I like that it has an extra shield over the falchion, faster movement while blocking, and efficient dodging so you can wiggle back and forth to block shots from people like @Ninja Snarl P .

    On bounty hunter I almost never use the pistol though. Once you get used to swapping to ranged and letting off a shot quickly, there isn't much reason to use it. I guess you can chain crit kills with it, but I'm not sure that would be any more efficient than just poking them in the face at the range it is effective. I use it mostly for trying to coax a good stagger from shielded enemies to open them up for a headshot stab.

    I guess it's just how I use the Bounty Hunter. I use Rapier+Crossbow and save my bolts primarily for elites, specials and bawses. This means that I spend almost all my bounty hunter crits on pistol shots. I've developed a really nice rhythm with the pistol.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • cptruggedcptrugged I think it has something to do with free will. Registered User regular
    fsmith1 wrote: »
    cptrugged wrote: »
    GONG-00 wrote: »
    Are there enough taggable mobs that make the Witch Hunter level 15 talent that heals 2 health when taggables die worthwhile?

    The tooltip is misleading. It only gives temp health. Not healing.

    And the only time I really noticed a significant bump was on storm vermin packs. I switched away from it after only one map.

    Totally depends on difficulty. Champion and above there are enemies to be tagged practically everywhere, and it becomes more useful.

    EDIT: that said, there's definitely an argument to be made that the critical chance increase is more useful overall, but temporary health stacking everywhere can be really good.

    That's a good point. I was using it on veteran. So not a huge quantity of taggable guys.

    I'll probably give it another go on champ.

  • cptruggedcptrugged I think it has something to do with free will. Registered User regular
    Bethryn wrote: »
    So, if you're holding down your block button, and then rather than tapping attack for a block push, you hold attack, you will do a block push and immediately follow it up with an attack.

    This is one of those things that FatShark really needs to include in the tutorial along with block-reviving.

    I believe that attack also counts as a heavy attack.

  • cptruggedcptrugged I think it has something to do with free will. Registered User regular
    3clipse wrote: »
    Here is another mechanic the game didn't mention - Block-push with most weapons is an AoE stagger, but Block-push with any weapon paired with a shield is an AoE knockdown.

    And after learning that the dwarf's shield and axe as well as Kruber's shield and sword both use the shield thrust as it's first power attack. You can shield slam knockdown, power attack for another knockdown, shield slam again. It's pretty nuts.

    3cl1ps3MassenaElvenshae
  • ED!ED! Registered User regular
    After playing an Ironbreaker up to level 13, it's hard to go back to Sienna. Looking at videos of the other classes I'm more interested in leveling them, than swapping back to a hero who really only has one career. Maybe the dev's thought Sienna was just "too" good or something and felt they didn't need to make her careers as distinct as the other classes but swapping between careers on Sienna does not feel at all the same as doing so on the other characters. I mean I guess Pyro encourages you to get up close and personal, but I want a bit more defining difference between "more melee" in the careers. Oh well.

    That said IB is fun as all heck. . .or at least it is when your team lets you IB. That elf man. Also what is up with the Krubers and Witch Hunters attacking the feet of enemies. Is this just me or is the animation the same for everyone? It looks like they are tiling the field not slashing through mobs of enemies.

    "Get the hell out of me" - [ex]girlfriend
  • ColumnColumn Registered User regular
    ED! wrote: »
    Also what is up with the Krubers and Witch Hunters attacking the feet of enemies. Is this just me or is the animation the same for everyone? It looks like they are tiling the field not slashing through mobs of enemies.
    Likely using a weapon that can't break shields easily. With how janky hit boxes in this game are it's almost always easier to go under a shield, hitting a knee or foot, than it is to hit a shoulder or head above and/or to the side of the shield.

  • KetBraKetBra Dressed Ridiculously Registered User regular
    I found that jumping around like a madman has helped me hit chaos warrior heads, because otherwise I just can't fucking do it in melee

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  • cptruggedcptrugged I think it has something to do with free will. Registered User regular
    So the dwarf was the last character I don't have up to at least 20. Finally started leveling him. Y'all weren't kidding. Ironbreaker is ridiculous. The axe & shield is superior to the rest of the game's tanking weapons. He gets a Sienna like power from a simple weapon change but without her drawback of being frail. And his career power is far superior to foot knight for tanking purposes.

    I thought foot knights 20% damage reduction aura (with talent) would put him in a better spot on paper at least for the team. But it doesn't feel that way at all compared to Ironbreaker. I hardly ever had to heal, so my team got more healing potions for themselves and there was always anti armor/ shield available due to my primary axe weapon. Damn.

    I originally thought there was no need for the IB since I'd already leveled the foot knight. I was wrong.

    3cl1ps3Massena
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    ONE OF US

    ONE OF US

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  • GrundlestiltskinGrundlestiltskin Behind you!Registered User regular
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    Elvenshae
  • ElvenshaeElvenshae Registered User regular
    edited March 2018
    In the release day stream, they had ran through a mission in Twitch mode.

    It was pretty damn funny.

    EDIT: In fact, that's what the clips they're showing are from!

    Elvenshae on
  • KetBraKetBra Dressed Ridiculously Registered User regular
    I was watching a bit of vermintide on some twitch channel over the weekend

    The chat was getting very into RPing as skaven

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  • FiendishrabbitFiendishrabbit Registered User regular
    KetBra wrote: »
    I was watching a bit of vermintide on some twitch channel over the weekend

    The chat was getting very into RPing as skaven

    Yes-yes! Skaven best RP. Not want man-things or elf-things. Boring-things!

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
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  • cptruggedcptrugged I think it has something to do with free will. Registered User regular
    CorriganX wrote: »

    I had no idea that that orange bar was ammo.

    I also didn't know that about the flame sword. I knew it felt different, but didn't know why.

    Ardol
  • Albino BunnyAlbino Bunny Jackie Registered User regular
    It's probably partly because I don't have a 4 man crew and partly because of the focus on RPG levelling but this game honestly feels way harder than the original. I'm getting soundly hammered on veteran and can't really figure out why.

  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    The RPG leveling they added really does make the game swing from hard to extremely smooth. If you're not pulling items from chests with a level 100 just stick to recruit really, you wont get better rewards from veteran chests until you're capped out on recruit items. Also level 10 talents are pretty damn useful for veteran, and i'd STRONGLY suggest getting to 20 before pugging champion because of the huge survivability swing those talents give.

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  • MrGrimoireMrGrimoire Pixflare Registered User regular
    I find that the question for handling Veteran is "Can you deal with multiple instances of shit?" Horde while a rat ogre is pounding you? Stormvermin patrol paired up with a couple of CC specials? Storm-sorcerer at a bad time? When I succeed I find the answer is "yes, we could". And when we wipe, it's because "nope, got hammered." That difficulty really likes to pair up the bad things.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    I feel like this patch massively kicked up the difficulty for Champion. Played a few Champion rounds today, and every one of them was lost to multiple specials spawning in the middle of a long horde with multiple armored units, mostly after having already encountered multiple specials just a minute or two before.

    The last wipe had us knock a runner and a hookrat down, and then two more hookrats and a wizard immediately spawned on top of us. And since it was in the middle of a horde, we couldn't even get a shot through to kill any of those before we had three grabbed players and number four was downed instantly by the swarm. We were doing completely fine up until that point, and then it became auto-fail in about ten seconds.

  • MrBodyMrBody Registered User regular
    I still have no clue how the loot system works. What does "power" do, exactly? And there's all sorts of weird rules with chests that I keep hearing you DON'T want to open chests until you're high level or over 300 power???

    Julius
  • ED!ED! Registered User regular
    MrBody wrote: »
    I still have no clue how the loot system works. What does "power" do, exactly? And there's all sorts of weird rules with chests that I keep hearing you DON'T want to open chests until you're high level or over 300 power???

    Power is literally how much damage a normal shot of yours will do if there are no multipliers or anything attached to the attack. As for chest openings, I mean you should realistically save your Commendations for when you're over 100 power or so as they randomize the loot based on who opens it up. Same with the other high level chests. Recruit chests and the like should be opened up on our journey to Veteran.

    , , ,theres also something going on with crafting where I'm able to kit out alts with about the same power level items as the highest power I have overall. It's a weird system not explained very well, but it makes kitting out lowbie characters quite easy.

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  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    MrBody wrote: »
    I still have no clue how the loot system works. What does "power" do, exactly? And there's all sorts of weird rules with chests that I keep hearing you DON'T want to open chests until you're high level or over 300 power???

    Power increases the damage you do, increases the amount of enemies your weapons can cleave through, increases the distance you push the enemies when you shove them. If you highlight the Hero Power number on your inventory page, it'll tell you what your power does and where its from.

    You get 10 power per 1 level, so at level 30 (The max) you have 300 power from that. You get power based on the average of your items, capping at 300 power as the highest. That means 600 hero power is the absolute most you can get, 300 from leveling, 300 from item power in each slot.

    Commendation chests will give you up to 300 power level weapons, based on your already found items. Recruit chests will give you up to level 100 items, based on your already found items. Veteran will give you up to level 200 items based on your current item's levels, while Champion and Legendary will give you up to level 300 items.

    If you open a chest, and its giving you level 50 items, it doesnt matter if you're opening recruit, veteran, or whatever chests, you'll be getting level 50ish items. The chests drop +/- 10 levels, so if you're getting level 50 drops you'll usually get 52-53, but sometimes slightly less or slightly higher than that amount. There is no benefit to opening a super high cap chest if you're not above the lower amounts. That is why people will suggest holding onto your commendation chests until 200+, because the jump from Veteran to Champion is a bit harder than going from recruit to veteran, since champion has added friendly fire to all ranged.

    If you spam recruit until the items you get from chests are level 100, then move to veteran and repeat until your items are level 200, then open your commendation chests, its a bit of an easier ramp of difficulty. Its not completely stupid to open the commendation chests, they will be an upgrade and what not whenever, but it can help you out if you save them.

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  • DrDinosaurDrDinosaur Registered User regular
    MrBody wrote: »
    I still have no clue how the loot system works. What does "power" do, exactly? And there's all sorts of weird rules with chests that I keep hearing you DON'T want to open chests until you're high level or over 300 power???

    Hero power is affected by a combination of your current character's level and the average of your equiped items

    Chests can contain items of a power level that is capped depending on the size of the chest / difficulty they came from. Recruit caps at 100, Veteran at 200, and Champion / Commendation chests cap at 300. Commendation chests, which come from levelling, are markedly easily to obtain and stockpile than Champion difficulty chests.

    The game keeps track of the highest Power item you've unboxed (even if you immediately scrap it), and will roll between +-10 of that for each subsequent item crafted or unboxed (capped by the max power level of the chest). This is independent of your current character level. So if you level Kruber, then switch to Saltzpyre, and open a crate, the Power level of the crate will be based on the Power level of the highest item you got for Kruber.

    Karoz
  • CorriganXCorriganX Jacksonville, FLRegistered User regular
    Also every single weapon has its own specs that is modified by hero power. Some weapons are inherently better at shoving or cleaving through enemies than others, and hero power will only upgrade those more. There is an entire spreadsheet filled with numbers for different weapons, but you can see it just by trying all the weapons out at different dummies and stacking them, etc.

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  • ElvenshaeElvenshae Registered User regular
    @MrBody

    Okay, so, think of "power" as, like, "item level" from MMORPGs. It's an indicator of how strong your character is in aggregate. You get +10 points per level, and then some function of all the individual scores of your gear (probably something like the average, possibly weighted somehow; haven't cared enough to check). You can mouse over it to see how yours is derived and what it affects - stagger chance, etc. Item levels range from 5 power (starter gear and "blacksmith items") to 300 power.

    At the end of each successful mission, you get a chest with some loot in it. You can affect the quality but not the power of the randomly-generated loot - grey, green, blue, red / orange - by finding certain items in the mission. There are tomes scattered about which add a bit to the chest quality, a single "loot die" hidden somewhere, and the grimoire, which has a stronger effect than a tome but also reduces every character's max health. There's also Ranald's Gift which is just a random bonus. Generally, in the early going, it's more important to make sure you complete the mission a get a chest at all than it is to maximize the quality of any given chest.

    Chests have a power level cap. The chests you earn for completing a mission on Recruit difficulty will never give you an item with a level greater than 100. Chests from Veteran difficulty runs cannot exceed 200. Champion can go up to 300. When you open a chest, it is scaled in two ways: 1) the item level it gives you is based on your highest-level character, and 2) the items are weighted towards those usable by the character doing the opening. Thus, if you get a sweet chest while playing as the dwarf, you can switch to the elf and open it to get elf gear, rather than dwarf-gear. You can thus sort of "power level" your alts - and there's a minimum power level you need to hit before you can even attempt to run the higher difficulty missions.

    The wrinkle people have mentioned to you are the Commendation Chests. These are the gold chests you get every time a character goes up a level. Unlike mission chests, these start with a cap of 300. So, the chest you got from going from level 1 to level 2 can be saved until you hit Champion and opened then to get, immediately, some really-high-level stuff, which reduces the amount of time you spend running Champion missions hoping for an upgrade.

    Karoz
  • CantidoCantido Registered User regular
    I've completed two missions. Two. The next time I play I'm going to use Custom Game because the Quickplay community is very All or Nothing in regards to Tomes and Grimoires, quitting midway when someone dies and forcing everyone to fill their pockets when I'm XP level 2. Its like PAYDAY 2. Don't be like PAYDAY 2.

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