NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
Been poking through the meteor mission with everyone to unlock the new weapons, did they add essence gains to all nonwinds missions or just that one? Because I have definitely been getting essence.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Been poking through the meteor mission with everyone to unlock the new weapons, did they add essence gains to all nonwinds missions or just that one? Because I have definitely been getting essence.
NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
Aye, figured that out after asking, didn't bother coming back to edit post. Also, made it to the Celestial winds and boy does that shit not fuck around.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
Strippin's characters are all on an alt Steam account so he is restarting on his primary account with three buddies (Crendor, Gmart, Benji). He wisely turned on Twitch integration and accidentally set it to vote every thirty seconds (or whatever the lowest setting is)...
FencingsaxIt is difficult to get a man to understand, when his salary depends upon his not understandingGNU Terry PratchettRegistered Userregular
Anyone up tonight?
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NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
Official launch day for Winds of Magic, and we've got a patch in.
The magic amulet is now shared across all heroes and careers. Any excess essence spent on amulet upgrades has been refunded.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
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Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
they retuned stagger partway through the beta and it plays so much better now
also kerillian's spear+shield is such a dope weapon, it feels like what shields were always meant to be
I'll need to try out the changes eventually. I heard that stagger was retuned and want to see it for myself. The stagger system that I experienced back in the earlier beta (June?) was basically a game killer deal breaker.
I find Kreuber's Spear terrible. I am back to using Halberd or Exe Sword. It is too slow when the Beastmen cometh.
I'm only on Weave 6 not because we've failed higher ones but I'm having trouble wanting to do them as much because of progress wipe after the season is over. (Presumably)
The stagger change is awesome Armchair. It almost but not quite feels like it used to. I haven't figured out if I'm not going to share health which is better health on cleave with the Exe sword or health on kill with the Halberd.
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Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
I'll need to try out the changes eventually. I heard that stagger was retuned and want to see it for myself. The stagger system that I experienced back in the earlier beta (June?) was basically a game killer deal breaker.
you and everyone else
they adjusted it quite a bit, lowering the stagger threshold so that now standard enemies all stagger when hit with a light attack from any weapon
The steam reviews have not been kind to the expansion. For those that are playing it how is it? I tend to trust the opinions of people on here rather than steam.
There's been a review-bombing campaign by steam users responding to the sweeping mechanical changes made to the game with the new update, mixed in with some more valid concerns over how Weaves operate and some worries over the strength of Beastmen as a group.
I haven't logged in a huge amount of time with the DLC, but overall I really like the Beastmen and how they shake things up, and the new talent trees are exciting even if I haven't played with them enough to know if they're better for the game or not, really. I've only briefly dipped my toes into the Weaves but people seem to be having a hard time with matchmaking since apparently it only matches you with people who have made the same amount of progress into them, if I understand right.
The steam reviews have not been kind to the expansion. For those that are playing it how is it? I tend to trust the opinions of people on here rather than steam.
They kinda shot themselves in the foot with this expansion when everyone basically had a laundry list of complaints, but they kept coming back for the core combat and how combat felt. People mostly wanted new maps and weapons to play with. Then for the expansion they dramatically changed how the combat worked. Negative feedback was sent during the initial betas and completely ignored. Allegedly they backpedaled when the feedback just kept growing in the last few betas prior to launch, and supposedly things are all right now?
Supposedly it's good now and I want to try it out soon, but I'm caught up in some grindy events from other games. I hope that it's good, but I can tell you that the mechanical changes from the beta build that I played last June completely torpedoed any desire to keep playing the game and I hope that the live build right now is nothing like what I saw.
3DS Friend Code:
Armchair: 4098-3704-2012
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Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
there were some issues with the combat overhaul that, imo, were largely addressed in the beta
the new map isn't fantastic, visually, and beastmen might be slightly overtuned
weaves don't interest me so I can't comment on them
personally I think it's worth the money overall and I'm happy to toss more money at a dev who's made a game I spend this much time in
I LOVE the fire flail. I can never go back to Saltzpyres terrible non-exploding flail now. This game needs more flails, flails are like the Half-tracks of medieval weaponry. Completely pointless but totally badass.
The last act of the new map, and the run up to it, has some of the most stunning scenery I've seen in the game. Lots of really cool visual tricks at play. The rest of the map is a bit more generic, though, that's true.
I'm torn with the expansion. As a (semi) functioning adult the leader board has little incentive for me to grind the weaves.
1) I will never be on top, I don't have time.
2)It will supposedly reset at the end of a season making my progress moot. (I have heard some grumblings that things might change.)
This makes it hard for me to want to do the weaves. I need a different flavor of cheese to chase. I am unsure as to what.
Same with cataclysm. There is no cheese that interests this rat. Make Cataclysm chests with normal rewards + a chance at a random cata only cosmetic or something.
I can see that the expansion took work and effort for them to make but there is not enough that is holding my attention. It's like having a whole gym but I only use the elliptical.
Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
weaves are definitely not for me simply by virtue of the fact that I just want to play the weapons and characters I want without having to grind them all out again, but I do understand why the seasonal reset is upsetting folks
I get the intent, but if they were gonna do seasonal ladders they should have gone with the Diablo 2 formula, wherein the season ends and all ladder characters get moved to a non-ladder area
making the entire game mode a blank slate every three months is...profoundly ill-advised
some more thoughts on this expansion, now that I've spent a fair bit of time with it:
no new cosmetics at all (nothing from the first game? no skins for the new weapons, even?) sure does seem like a missed opportunity
the talent and combat rework was ultimately a good idea, though it's weird to me that they didn't take any of the feedback from the first beta a couple months ago; in any case, I think it's generally in a good spot right now
beastmen are overtuned and unfortunately it's hard to even say by how much because there are so many bugs in this release, i.e. hordes spawning out of nowhere, phantom hits, silent patrols, etc.
I suspect that Gors should have a bit less HP, and it's a little insane that Ungors can attack through enemies; banners I think are probably fine, provided they address the fact that the banner guys look exactly like every other Beastman
You can spot the banner Gors with a little effort, but there's no reason to have them so visually indistinct, especially when they usually have a group of similarly-colored Gors hanging out near them. They're banner carriers, surely they could have some more flair going on. Give them some back-mounted trophy racks or something. Some big twirly antelope horns maybe. Anything, really.
I suppose, in fairness, I thought the same thing about the two Nurgle sorcerers when the game first came out, and that's not a problem for me now.
Edit: I also finally started getting into Weaves and I think they're really fun, putting aside for now the concerns over future "seasons". I think part of it was that I was able to get into them with a couple of friends; if you have a stable Vermintide squad, I think they're excellent. I can see them being pretty unappealing if you only regularly play with randos from matchmaking.
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Shortytouching the meatIntergalactic Cool CourtRegistered Userregular
see the chaos sorcerers are fine because they have silhouettes that are distinct both from other Chaos units and from each other--they're big and round, and leeches have pointy hats and big staves
all the beastmen have busy silhouettes, so the fact that bannermen are slightly moreso isn't enough, and that actually winds up being a problem because all those extra parts they've got make it really hard to tell where their head hitbox is
they need color on their armor, the same way that blackrats do
I'd argue the same thing about bestigors, incidentally
see the chaos sorcerers are fine because they have silhouettes that are distinct both from other Chaos units and from each other--they're big and round, and leeches have pointy hats and big staves
Right, but again, those are pretty specific things that, at least for me, took a little bit to key into. During my first afternoon playing the game I thought they were the same, and even after I noticed a difference, I actually thought they were just visual variants on one special who could do multiple things. It took me the same amount of practice to differentiate the big burly chaos dudes who are mooks from the slightly bigger, slightly burlier chaos dudes with black hoods who will fuck you up. IIRC, they actually did some post-release visual work to make them more recognizable, though I could be wrong there.
Of course that's all neither here nor there, as visual muddiness doesn't excuse more visual muddiness, and I hope something comes down the pipe to make the banner Gors more distinctive. I have less of a problem with the Bestigors (they're quite bigger than the other Gors, are much more armored, and will absolutely let you know that they're there) but even so, it's strange to me that the tabletop models of these units are more distinct from one another than they are in Vermintide, what with their immediately recognizable horns. If anything it's more important in a fast paced real-time video game that you can pick them out at a glance.
Played this in the first time in forever. How are you supposed to get.temp health now. I was getting it but not sure how. I play the tank mage.
Did a challenger group and got full tombs and grims. Was fun, I miss this game.
I play on xbox
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NEO|PhyteThey follow the stars, bound together.Strands in a braid till the end.Registered Userregular
Played this in the first time in forever. How are you supposed to get.temp health now. I was getting it but not sure how. I play the tank mage.
Did a challenger group and got full tombs and grims. Was fun, I miss this game.
I play on xbox
Talents got shuffled some, be sure to look and make sure they're set right. THP ones are at level 10 now.
It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
Warframe/Steam: NFyt
I played a ton of the original Vermintide, but even though I owned it I didn't actually get around to playing the sequel until tonight.
It's comforting to know that the AI companions are still borderline useless. The sequel looks gorgeous and I am appreciating the "brighter" environments (even though I really like the dreary nighttime theme in the original). The new enemy types are great, but fuck the nurgle guy who summons those huge barf tornados.
The AI was actually pretty great before the update broke them. Far more reliable than the average player.
The key point is that the AI companions are all equipping the same gear and talents that you last utilized as that character. So if you're someone who has only ever played one character and hasn't touched the others, then you're basically throwing level 1 ungeared players into your map.
Has the expansion been updated at all to fix some issues? My friends and I were looking for some co-op over the break and thought about Vermintide. Reviews still seem pretty bad for it.
Has the expansion been updated at all to fix some issues? My friends and I were looking for some co-op over the break and thought about Vermintide. Reviews still seem pretty bad for it.
Played it with the changes for a little, then my Vermintide group permanently switched to Deep Rock Galactic. Fantastic game!
I still play this 3-4 times a week with my buddies. Here are my thought on the current game:
-Beastmen still can wreck the game but not as badly. It is supposed to be fixed but I still have issues with a million beastmen swarming out a tiny alcove.
-Minotaur is tough but I think he's fair. Though it seems harder to steal aggro when he is beating someone to death but that might just be me.
-I don't like the talent reworks-personal opinion, the game got harder with Beastmen then temp health got nerfed. One or the other please.
-Something is wrong with Monsters. They either wipe us or die in 2 seconds. Saltspyre and the wizard eat them. I don't think monster killing is balanced well.
Overall I like it without all the fiddling and nerfing.
I don't like that they are adding a cosmetic shop but I understand the need for cash to continue development. Item shop is in the beta but you can earn "shillings" now but you can't chck how many you have without the shop.
You can pay with cash or earn them with new weeklys.
Season 2 of the weaves and the item shop is supposedly going live in January.
I tried getting my brother to play vermintide, but adulthood and Overwatch have turned him off from all gore and Grimdark. Somehow I was able to sell him on Deep Rock Galactic.
I have heard that they made the WoM changes that upset me less pronounced since I walked away, but it took the wind out of my sails. I think that maybe the lowliest of trash mobs may have been made exempt?
What they changed was that enemies need to be staggered before you could inflict them with full damage. For players who just smack things around with maces and hammers, they might not even notice much. But for someone like me whose favorite weapons are things with zero stagger power like the rapier or sienna's dagger? Pure tedium as I now need to push every single enemy before attacking them. It wasn't hard or challenging. It was just tedious.
It was just another example to me that fatshark was grossly mismanaging their product. The core melee combat system was the secret sauce that kept people clinging to the game despite the innumerable mistakes that they made. They had just dramatically impressed the community with a lot of interaction in a long running set of balance updates. The community was mostly happy and just wanted new maps and a means to unlock cosmetics without pure RNG standing in their way. But then they introduced the stagger change out of the blue in the WoM beta to massive backlash from the player base. I think that they may have been trying to make shield weapons viable? Anyway, in stark contrast to the community interaction during the balance to updates, they went full steam ahead with murdering their core combat system. That was the point that I walked away, and I think fatshark may have walked away as well to their biannual company wide 3 week vacation.
It's always interesting to see development shops that catch lightning in a bottle and what happens next. Whether they understand what they did and continue or just fail to understand what made that one game great.
I played VT a ton and love it. VT2 just didn't have the same charm. It's hard to explain but I'd assume it's just a bunch of little things like level design, enemies, weapons systems, etc that just didn't pull me in as much. But it was still fun to play with friends. It's a shame it seems to have gone downhill.
I probably should give it another try eventually. I may have been a bit overdramatic earlier, but I'm far from the only one with that opinion. Making enemies more damage spongey was just a bad call IMO, and my displeasure made me less willing to overlook stuff like needing two hands to count how many times that they re-introduced the "silent patrol" bug due to their apparent inability to utilize revision control for their code, or how cosmetics were both intensely rare and almost always a shoddy texture recolor. I literally stopped opening commendation chests eventually because the cosmetic drop chance was so abysmally low that even with hundreds of chests in my inventory it simply wasn't worth the time to open them. I'll likely wait for a few more balance updates before I give the game another try, and given fatshark's development rate I may be looking at waiting another year.
It doesn't help that I was never able to seriously play the game with my friends. I was living in Legend mode by the end, but my friends never finished leveling up single character to level cap.
3DS Friend Code:
Armchair: 4098-3704-2012
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
I haven't played in ages but those knockback changes sound hoooooorrrrrrible. Like, unplayable game horrible, particularly since Sienna was my favorite. Literally the only things shields needed to make them worthwhile would be to be able to soak a ton of damage and protect allies in a large arc, there's no reason at all to ruin the game to attempt to make shields better.
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Warframe/Steam: NFyt
I think all
Warframe/Steam: NFyt
Warframe/Steam: NFyt
also kerillian's spear+shield is such a dope weapon, it feels like what shields were always meant to be
Armchair: 4098-3704-2012
I'm only on Weave 6 not because we've failed higher ones but I'm having trouble wanting to do them as much because of progress wipe after the season is over. (Presumably)
The stagger change is awesome Armchair. It almost but not quite feels like it used to. I haven't figured out if I'm not going to share health which is better health on cleave with the Exe sword or health on kill with the Halberd.
you and everyone else
they adjusted it quite a bit, lowering the stagger threshold so that now standard enemies all stagger when hit with a light attack from any weapon
it's good now, imo
I haven't logged in a huge amount of time with the DLC, but overall I really like the Beastmen and how they shake things up, and the new talent trees are exciting even if I haven't played with them enough to know if they're better for the game or not, really. I've only briefly dipped my toes into the Weaves but people seem to be having a hard time with matchmaking since apparently it only matches you with people who have made the same amount of progress into them, if I understand right.
They kinda shot themselves in the foot with this expansion when everyone basically had a laundry list of complaints, but they kept coming back for the core combat and how combat felt. People mostly wanted new maps and weapons to play with. Then for the expansion they dramatically changed how the combat worked. Negative feedback was sent during the initial betas and completely ignored. Allegedly they backpedaled when the feedback just kept growing in the last few betas prior to launch, and supposedly things are all right now?
Supposedly it's good now and I want to try it out soon, but I'm caught up in some grindy events from other games. I hope that it's good, but I can tell you that the mechanical changes from the beta build that I played last June completely torpedoed any desire to keep playing the game and I hope that the live build right now is nothing like what I saw.
Armchair: 4098-3704-2012
the new map isn't fantastic, visually, and beastmen might be slightly overtuned
weaves don't interest me so I can't comment on them
personally I think it's worth the money overall and I'm happy to toss more money at a dev who's made a game I spend this much time in
1) I will never be on top, I don't have time.
2)It will supposedly reset at the end of a season making my progress moot. (I have heard some grumblings that things might change.)
This makes it hard for me to want to do the weaves. I need a different flavor of cheese to chase. I am unsure as to what.
Same with cataclysm. There is no cheese that interests this rat. Make Cataclysm chests with normal rewards + a chance at a random cata only cosmetic or something.
I can see that the expansion took work and effort for them to make but there is not enough that is holding my attention. It's like having a whole gym but I only use the elliptical.
I know it's not an issue in pubs, but it's frustrating to have to sideline my main while playing with friends-of-friends.
Imagine the fun voice opportunities if you had a group of three dwarves and kerillian.
PSN: ShogunGunshow
Origin: ShogunGunshow
I get the intent, but if they were gonna do seasonal ladders they should have gone with the Diablo 2 formula, wherein the season ends and all ladder characters get moved to a non-ladder area
making the entire game mode a blank slate every three months is...profoundly ill-advised
some more thoughts on this expansion, now that I've spent a fair bit of time with it:
no new cosmetics at all (nothing from the first game? no skins for the new weapons, even?) sure does seem like a missed opportunity
the talent and combat rework was ultimately a good idea, though it's weird to me that they didn't take any of the feedback from the first beta a couple months ago; in any case, I think it's generally in a good spot right now
beastmen are overtuned and unfortunately it's hard to even say by how much because there are so many bugs in this release, i.e. hordes spawning out of nowhere, phantom hits, silent patrols, etc.
I suspect that Gors should have a bit less HP, and it's a little insane that Ungors can attack through enemies; banners I think are probably fine, provided they address the fact that the banner guys look exactly like every other Beastman
I suppose, in fairness, I thought the same thing about the two Nurgle sorcerers when the game first came out, and that's not a problem for me now.
Edit: I also finally started getting into Weaves and I think they're really fun, putting aside for now the concerns over future "seasons". I think part of it was that I was able to get into them with a couple of friends; if you have a stable Vermintide squad, I think they're excellent. I can see them being pretty unappealing if you only regularly play with randos from matchmaking.
all the beastmen have busy silhouettes, so the fact that bannermen are slightly moreso isn't enough, and that actually winds up being a problem because all those extra parts they've got make it really hard to tell where their head hitbox is
they need color on their armor, the same way that blackrats do
I'd argue the same thing about bestigors, incidentally
Right, but again, those are pretty specific things that, at least for me, took a little bit to key into. During my first afternoon playing the game I thought they were the same, and even after I noticed a difference, I actually thought they were just visual variants on one special who could do multiple things. It took me the same amount of practice to differentiate the big burly chaos dudes who are mooks from the slightly bigger, slightly burlier chaos dudes with black hoods who will fuck you up. IIRC, they actually did some post-release visual work to make them more recognizable, though I could be wrong there.
Of course that's all neither here nor there, as visual muddiness doesn't excuse more visual muddiness, and I hope something comes down the pipe to make the banner Gors more distinctive. I have less of a problem with the Bestigors (they're quite bigger than the other Gors, are much more armored, and will absolutely let you know that they're there) but even so, it's strange to me that the tabletop models of these units are more distinct from one another than they are in Vermintide, what with their immediately recognizable horns. If anything it's more important in a fast paced real-time video game that you can pick them out at a glance.
Did a challenger group and got full tombs and grims. Was fun, I miss this game.
I play on xbox
Talents got shuffled some, be sure to look and make sure they're set right. THP ones are at level 10 now.
Warframe/Steam: NFyt
WHat counts as a monster?
The mini bosses are monsters. Hook rats have monster armor type but aren't monsters.
Armchair: 4098-3704-2012
Armchair: 4098-3704-2012
It's comforting to know that the AI companions are still borderline useless. The sequel looks gorgeous and I am appreciating the "brighter" environments (even though I really like the dreary nighttime theme in the original). The new enemy types are great, but fuck the nurgle guy who summons those huge barf tornados.
The key point is that the AI companions are all equipping the same gear and talents that you last utilized as that character. So if you're someone who has only ever played one character and hasn't touched the others, then you're basically throwing level 1 ungeared players into your map.
Armchair: 4098-3704-2012
Played it with the changes for a little, then my Vermintide group permanently switched to Deep Rock Galactic. Fantastic game!
Selling Board Games for Medical Bills
-Beastmen still can wreck the game but not as badly. It is supposed to be fixed but I still have issues with a million beastmen swarming out a tiny alcove.
-Minotaur is tough but I think he's fair. Though it seems harder to steal aggro when he is beating someone to death but that might just be me.
-I don't like the talent reworks-personal opinion, the game got harder with Beastmen then temp health got nerfed. One or the other please.
-Something is wrong with Monsters. They either wipe us or die in 2 seconds. Saltspyre and the wizard eat them. I don't think monster killing is balanced well.
Overall I like it without all the fiddling and nerfing.
I don't like that they are adding a cosmetic shop but I understand the need for cash to continue development. Item shop is in the beta but you can earn "shillings" now but you can't chck how many you have without the shop.
You can pay with cash or earn them with new weeklys.
Season 2 of the weaves and the item shop is supposedly going live in January.
Armchair: 4098-3704-2012
What they changed was that enemies need to be staggered before you could inflict them with full damage. For players who just smack things around with maces and hammers, they might not even notice much. But for someone like me whose favorite weapons are things with zero stagger power like the rapier or sienna's dagger? Pure tedium as I now need to push every single enemy before attacking them. It wasn't hard or challenging. It was just tedious.
It was just another example to me that fatshark was grossly mismanaging their product. The core melee combat system was the secret sauce that kept people clinging to the game despite the innumerable mistakes that they made. They had just dramatically impressed the community with a lot of interaction in a long running set of balance updates. The community was mostly happy and just wanted new maps and a means to unlock cosmetics without pure RNG standing in their way. But then they introduced the stagger change out of the blue in the WoM beta to massive backlash from the player base. I think that they may have been trying to make shield weapons viable? Anyway, in stark contrast to the community interaction during the balance to updates, they went full steam ahead with murdering their core combat system. That was the point that I walked away, and I think fatshark may have walked away as well to their biannual company wide 3 week vacation.
Armchair: 4098-3704-2012
I played VT a ton and love it. VT2 just didn't have the same charm. It's hard to explain but I'd assume it's just a bunch of little things like level design, enemies, weapons systems, etc that just didn't pull me in as much. But it was still fun to play with friends. It's a shame it seems to have gone downhill.
It doesn't help that I was never able to seriously play the game with my friends. I was living in Legend mode by the end, but my friends never finished leveling up single character to level cap.
Armchair: 4098-3704-2012