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Author Topic: Warhammer: End Times, Vermintide. Now with II!  (Read 23911 times)

Kagus

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Re: Warhammer: End Times, Vermintide. Now with II!
« Reply #180 on: August 28, 2023, 09:28:14 am »

Stupid sexy Saltzpyre...

Farce

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Re: Warhammer: End Times, Vermintide. Now with II!
« Reply #181 on: September 03, 2023, 10:00:10 pm »

Ravage this blessed body...

Looking at it from like, Warhammer Fantasy Role Playing Game rules, I think every human wizard can pull away from whatever wind of magic they've got to use the corrupt wind that Necromancer would use, so narratively it's legit, since every DLC class is some evolution to the character.  I think it's funny that it's the only real 'fall' that the characters experience in the DLC classes.

As for why some Order units would keep a very pretty Not Order kinda wizard around... I figure it's a 'well shit, we should probably kill the bigger bad before worrying about this' kinda thing.

Kagus

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Re: Warhammer: End Times, Vermintide. Now with II!
« Reply #182 on: September 05, 2023, 03:29:41 pm »

Okay, so like... From a world lore perspective, it's not massively far-fetched. Yes, every magic user has the risk/potential of falling into the usage of Dhar, and there's even a particular event in the End Times where the amethyst wind of death, Shyish, gets trapped and stagnates in the mortal realm and starts "clumping" into a colossal amount of Dhar. Which makes it even easier for wizards to pick it up, and even harder for them to avoid it.

Also, technically speaking, necromancers do actually end up fighting on the side of Order at the very end... After all, there need to be living people around in order for them to turn into dead people, and then undead people... Utter annihilation doesn't suit those goals very well.

That said; given the timeline of events in the games, this entrapment most likely hasn't happened yet, so that's not really an excuse. Regardless though, getting seduced by the powerful lure of Dhar and rationalizing the usage of it against a "greater" foe sounds like something that could definitely be worked out for Sienna (even though she has a particular, specific distaste of necromancy).

...however, from a character narrative perspective, it doesn't hold dogwater. Dwarves abhor necromancy as a desecration of the sacred ancestors. Kruber's regiment was horrifically annihilated by a necromancer and the event traumatically scarred him for life. Saltzpyre's whole career and reason for being is hunting down people who do exactly this kind of thing.


Now, to be fair, Saltz has already sorta gone off the deep end thanks to his desperation in trying to fight the Skaven menace and the lack of official support from the order... Stuff like (very begrugingly) working alongside a wood-witch with Kerillian's DLC career, and even going to the insane lengths of proposing a pilgrimage into the chaos wastes to seek divine aid directly... ...but even so man, a straight-up necromancer is pushing it pretty dang far.

So, yeah... I'm very curious to see what the official story ends up being for explaining how they're gonna agree to work together with Necro-Sienna. And yeah, it is kinda sad seeing my girl go off the deep end; an even deeper end than just Unchained :(

But ah well... Definitely looking forward to bone-rattlin' time!

Kagus

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Re: Warhammer: End Times, Vermintide. Now with II!
« Reply #183 on: June 01, 2024, 12:58:12 pm »

Apropos necromancy...

So the recent balance/QoL patch has definitely shaken things up quite a bit. Engineer is currently riding the wave of hilarity thanks to some hysterically over-the-top bomb talents and an unlisted buff to Linked Compression Chamber of +30% firing speed, among a variety of other bits and bobs like some new/tweaked pressure talents and a slightly pumped up Gromril. And since the QoL update lets us natively have loadouts (finally), I've managed to save off six different variations on the theme despite not actually playing engie that much. And I'm perpetually torn, because I quite enjoy fiddling around with finding various interactions between his talents and weapon choices, but at the same time bombs are just too good and I wanna blow shit up while the blowin's good.

Necromancer kinda seems like she's in an odd state right now... Haven't gotten to play around with her for more than a few rounds yet, but managing the calcium crew is quite the juggling act if you wanna get the most out of the bone zone. Or you could just go for the meme build which pairs the "crits have infinite cleave" talent with crowbill and gives you a sweet, precious chance to chunk 3-5 stormvermin in a single swing. New staff is Darktide's brain burst and as such makes for barrels of fun popping specials/elites, but it's of course a little slow and the overcharge cost is massive.

The days of Bounty Hunter's swagger stance are gone, both in terms of the animation glitch where he rocked his booty and also in the case of chain-ulting monsters into nothingness. To compensate, BH was buffed with... Absolutely nothing, get bent nerds.

Pyromancer has also ended up with some buffs and tweaks, and as such has managed to both eat into part of Unchained's identity and also be granted some even more ridiculous burst potential, but she's still made of paper so I'unno.


Javelin finally got nerfed... Except it didn't really and it's still beefy as all hell. Same goes for Battle Wizard. Just as nature intended.
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