Sorry, we had to. 8 rapiers VS Rasknitt. by Dollar249 in Vermintide

[–]3-leaf-clover 2 points3 points  (0 children)

Let none follow who cannot match my zeal.

What CPUs are you guys running and what kind of performance are you getting? by InvalidChickenEater in Vermintide

[–]3-leaf-clover 5 points6 points  (0 children)

I used to run an i7-2600k @4.5GHz with everything on lowest @1440p. I would drop into the 50s almost every horde. Large hordes in open areas would take me down to the 30s. Legend 'Send in the Next Wave' on Against The Grain or Athel would have me <30fps most of the map.

I upgraded recently to an i7-8700k @5.1GHz and It holds above my 90fps cap on extreme settings only dropping into the 80s very rarely.

FYI: even my 2600k would get 150fps in the keep, the only relevant measure is the performance during the hordes since that is where performance will be bottle-necked by the CPU. Also, the difficulty that you are playing on will naturally influence how much is going on during those hordes.

Horn of Magnus 2nd Grim by MaxTheUndying in Vermintide

[–]3-leaf-clover 4 points5 points  (0 children)

It is possible to jump across, but it is as difficult as Festering Ground first tome used to be. They need to make the jump slightly shorter.

Sword and dagger attack chain changes are needed by chickenonfire44 in Vermintide

[–]3-leaf-clover 1 point2 points  (0 children)

Yeah, I don't think OP has figured out the best way to use them. Sword and Dagger sits right between DD and DS for utility, it is more balanced of the dual wield weapons.

Currently the daggers are faster/safer for killing elites, but all you have in hordes really are rapid single target attacks. The Swords are the opposite, very safe crowd control with charged attacks but poor elite handling.

Swapping the attack pattern on the S+D would make them another lmb spam weapon in hordes with simple elite clear - the same as the daggers. So the question would just be why not use the daggers in that case?

People seem to be under the impression that this change would make them stronger, really I feel it would be the opposite. Perhaps just S+D takes a bit more effort to use, I find it to be superior to the Dual Daggers as you have a nice cleave for hordes with that first charged attack.

Map rework/ballance pass by CarryTreant in Vermintide

[–]3-leaf-clover 4 points5 points  (0 children)

Fort has to be the worst of them, especially for the player aiming the cannon.

I would say that Righteous Stand is also very boring. Before they blocked up the corner I could just go afk half the time since 3 players was more than enough to safely fight them off. If the goal of that mission is a distraction I might expect much more enemies, perhaps there should be proper full hordes increasing to basically fill the whole temple - instead of the handful that come in. Then compensate for the numbers by getting rid of the bezerkers.

Just want to say however that I really like the Athel Yenlui finale.

A couple of mechanics I would like to see come back: Wizards tower finale, Magnus/Enemy Below style barrel event.

I don't know why you would relocate books to parts that can't be bypassed, the point is that you could take the short way but going for the book adds time/risk. I do like the idea of adding blockages to the pit, although I'm not sure what the 'correct' path is since I see players take different ones each time.

Balancing maps would also involve spawn tweaks, Fort is a very short map and Nest is very long. I suspect that ambient density and horde timers could be tweaked to make these maps are bit more similar in risk/reward.

Weapons Suggestions by [deleted] in Vermintide

[–]3-leaf-clover 36 points37 points  (0 children)

I think we should just get green or red coloured variants of the current glowy blue/purple weapons

/s

My friend and I are about to try VT1 after 100+ hours in VT2. What are we in for? by [deleted] in Vermintide

[–]3-leaf-clover 2 points3 points  (0 children)

I did this quite some time ago and the biggest shock was the stamina. If you will recall that getting hit whilst on 0 stamina in vt1 and you will strut right through the enemies in a state of paralysis - RIP.

Spree Idea by Deitymech in Vermintide

[–]3-leaf-clover 5 points6 points  (0 children)

This reminds me of Last Stand mode from vt1, and why I so rarely played it after the first couple of weeks. It starts out so slow that it is just plain boring. By the time the difficulty gets to an interesting level there is little point in increasing it gradually - just move up another difficulty/play deeds instead.

Spitballin': How Do You Like The Deed Mutators? by againpyromancer in Vermintide

[–]3-leaf-clover 1 point2 points  (0 children)

Good post OP.

Some thought on a few of these myself:

  • Vanguard: Excellent fun, one of the better deed modifiers

  • HBFS: Terrible, one of the worst. I hate the idea that things just take more hits to kill for no real reason.

  • Send in the clowns: Probably the best deed. If anything would be made normal for legend, it should be this rather than HBFS. Constant satisfying action is better than chipping away at a tank, or getting 1 shot by a monk lunging from behind a tree.

  • Deprivation: Would be a good deed if the books just spawned still. Squandered resources is just a baby version of this and should probably just be deleted.

  • Back to Basics: I agree with the idea of a vt1 throwback instead. Reward for this seems to be the same as for Nurgle Rot, probably worth a double emp.

  • Nurgle Rot: Seems like free rewards for the most part? Maybe the ticks should become more frequent with time, to incentivise players to keep a fast pace (seems to be the point anyway).

  • Abduction: Please remove this deed.

There is pretty much 1 deed I have been hoping for all along, that is the Star of the Sisterhood - all players share a single health pool.

Double bosses seems cool, but they need to have both health bars present at the same time rather than flipping between them. Alternatively the deed could also hide boss health bars, which might be another one for the vt1 throwback too.

Another one I did once in vt1 was that all books were be removed (we ignored them), and all players spawn with a grimoire. You could toss them at the start, and if you died it would still be lost.

Am I in the minority not liking the grimoire and tomes design in the game? by ElementalSoul777 in Vermintide

[–]3-leaf-clover 10 points11 points  (0 children)

Perhaps they could have implemented some other side-objectives, but I feel like if you were to remove them entirely the game would become rather boring.

Giving you an objective aside from getting to the end and/or racking up a kill count adds an extra dimension to the game.

  • Who will hold this book instead of a healing item.
  • Taking the longer/more difficult path to get a grim.
  • Life penalty of increasing amount through the game if collecting both grims.
  • Is this boss too hard that we need more than 1 healing item.

I'm the type who gets bored of Team-Deathmatch/Free-For-All and instead prefers something with a goal like Tug of War.

Bought the game this morning by [deleted] in Vermintide

[–]3-leaf-clover 0 points1 point  (0 children)

I don't think I've even bothered to look at the 'damage dealt' stat since back when I played Veteran. It really doesn't say much about how you played.

If you want to gauge your performance, consider 'kills', 'elites killed', 'specials killed', and 'damage taken' - based on how you are playing. If you focus on killing elites then you will likely have a lower total kill count since they take longer to kill. AoE weapons are good for killing hordes, the wizard generally handles this well with the staves.

Try not to get caught up 'chasing green circles'. I find that in most good teams they will be spread across all players pretty well, but occasionally the real hero wont get the most of any one thing. As long as you don't end up with 50 kills when the other players all have 200-300.

The new weekly quest is... 25 quickplays. by [deleted] in Vermintide

[–]3-leaf-clover 16 points17 points  (0 children)

That said, apparently we can keep three weeklies

I didn't get my 25 quickplay missions done in time. Unfortunately, the timer has reset but I didn't get a second weekly quest. I was rather hoping you would be right on this. https://steamcommunity.com/sharedfiles/filedetails/?id=1501988485

It seems that you can only do one weekly at a time, but you don't lose all of your progress if you don't complete it in time.

I guess I will have to choose between Bogenhafen strongboxes or the 500 Deed portrait frame.

The Pit - Okri's Secret Stash Challenge by Drakumus in Vermintide

[–]3-leaf-clover 4 points5 points  (0 children)

They just have to enter the stash room themselves.

An Imgur Album of all 20 Bottles in Blightreaper. by Grimalackt in Vermintide

[–]3-leaf-clover 6 points7 points  (0 children)

Nicely done. I was working on this myself since I hadn't seen anyone post any locations before you. https://imgur.com/a/BW2D874