Update #6 Is Now Live on Xbox One

Read the patch notes and updates coming with update #6 2018-12-05

Heroes,
Welcome to update #6 for Vermintide 2. Introducing Mouse Keyboard Support and major re-balancing of weapons, traits, enemies, and more.

FIXES

Memory optimisations
Added social wheel icon over remote player’s heads

  • Fixed a crash that could occur when Rasknitt casts one of his warp lightning spells.
  • Fixed issues where the burning head VFX could persist if a player transitioned into another state.
  • Fixed a crash that could occur when the cannon ball at Fort exploded.
  • Fixed an issue where the game could crash if a player left the game while being revived.
  • Fixed cases where the First Person camera sway would remain if player performed an interaction (or died) whilst moving.
  • Fixed an issue where the sound from the last ammunition being spent for certain Repeating Handguns would be heard for the host if a bot was equipped with that weapon.
  • Fixed an issue where the game could crash if a player left the game while being revived.
  • Fixed a case where players could get disconnected when near the Bridge of Shadows.
  • Fixed a clipping issue with Saltzpyre’s Legacy skin.Fixed an issue where the fast shot mode of Brace of Pistols would get a smaller crosshair after shooting one bullet, or when starting to move.

TWEAKS

Stormfiend Boss:
Added a small movement speed slowdown on ground fire damage.
  • Increased initial damage tick from ground fire, players should no longer be able to run through the stormfiend flame without taking any damage.
  • Increased the damage that players and enemies take from the ground fire.
  • Increased duration of the ground flames from 6 seconds to 8 seconds.
  • Decreased the duration of the dot from the flamethrower from 5 seconds to 3 seconds.
  • Decreased damage from flamethrower dot by about 50%.

Leech:

  • Added stagger immunity to normal staggers and ranged staggers during Leech grab attack. Only heavy attacks can interrupt the attack now
  • Increased the animation speed of the start teleport animation by 20%
  • Increased the animation speed of the end teleport animation by 10%
  • Leech will now teleport back to its target after teleporting away from being damaged after 5 to 7 seconds, decreased from the previous 10 to 12 seconds. Initial skulk time after spawning is still 10 to 12 seconds.
  • Fixed Sorcerer not playing idle animation after summoning is done and no targets are available.
  • Fixed an issue where enemies would continue to follow after an invisible player.
  • Fixed an issue where Packmaster would get stuck while trying to get a new hook
  • Fixed an issue where Savages and Plague monks exited their stagger animation earlier than intended
  • Lohner will now only ask the player to hurry up whilst the Bridge of Shadows is activated.
  • Fixed an issue where sound states from bots Career Skills could affect the servers sound state, leading to cases where for example special stingers could be missed or suppressed.
  • If scrounger procs for 1 bonus ammo on your last shot, you will be unable use that ammo until you swap weapon.

 

GENERAL COMBAT BALANCE

  • Gaining temporary health pauses temp health decay for 3 seconds.
  • Removed stamina regain burst when gaining temp health.
  • Dodge improvements have been made to make them more reliable across the board.

WEAPON BALANCE


Flails for Saltzpyre

  • Increased light attack damage by 33% for attack three and four.
  • Increased light attack stagger power by 72% for attack three and four.
  • Increased heavy attack damage against first target hit by 45%.
  • Increased heavy attack stagger power against first target by 45%.


1h Swords for Kruber & Sienna

  • Increased heavy attack damage versus Infantry, Monster and Frenzy by 51%.
  • Increased heavy attack damage versus armored increased by 283%…
  • Increased first two light attacks damage by 28%.
  • Increased stagger strength and duration for third light attack by 42%.
  • Changed push followup to heavier version – effectively increasing cleave, damage and stagger across the board.
  • Tuned movement curve for light combo finisher to provide a burst of speed.
  • Increased Stamina from 3 to 4 shields.
  • Increased range of light attacks slightly.
  • Increased light combo attack speed.


Maces for Sienna

  • Increased damage and stagger for first two targets of heavy combo sweeping attacks by 47%.
  • Increased stagger strength and duration for downward light attack by 72%. Infantry damage increased by 33%.


Burning Swords for Sienna

  • Increased damage for sweeping light attacks by 28% verus Infantry, Monsters and Frenzy.
  • Increased damage vs armored for light stab attack by 100%.
  • Increased attack speed and tuned chain actions across the board to provide fast and smooth combos.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • First heavy attack now light all enemies hit on fire, causing them to burn for additional damage.


Burning Daggers for Sienna

  • First heavy attack now ignites the primary targets hit, causing them to burn for greater additional damage.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • Fixed issue with Heavy chain not working properly


1h Axes for Bardin and Saltzpyre

  • Increase damage for Heavy attacks by 8%.
  • Increased stagger strength for Light attacks by 72%. Increased light attack Infantry damage by 33%.
  • Added 10% bonus critical strike chance to Axe light attacks and push attack
  • Reduced damage of secondary targets hit by 50%.


1h Hammers and Maces for Bardin and Kruber

  • Increased Heavy attack damage by 8%.
  • Increased stagger strength for downward light attack by 72%.
  • Increased Infantry damage of downward light attack by 33%.
  • Introduced separate damage profile for downward light attack, secondary targets with reduced impact across the board.
  • Fixed an issue where light attack chain would cause a bit of damage on all targets hit rather than only the first handful.


2h Axes for Bardin

  • Increased attack speed of third light attack.
  • Removed precision targeting from all light attacks.
  • Increased Infantry damage of light attacks by 39%. NOTE Previously referred to heavy attacks being increased, this was incorrect.
  • Increased Armored damage of light attacks by 11%. NOTE Previously referred to heavy attacks being increased, this was incorrect.
  • Increased Monster damage of light attacks by 41%.NOTE Previously referred to heavy attacks being increased, this was incorrect.
  • Increased Frenzy damage of light attacks by 12%. NOTE Previously referred to heavy attacks being increased, this was incorrect.
  • Increased stagger power of light attacks by 57%.NOTE Previously referred to heavy attacks being increased, this was incorrect.
  • Increased cleave of third light attack by 205%.
  • Third light attack has new attack profile. Cleaves through more enemies but deals less damage compared to the first two attacks.
  • Reduced armor penetration on push followup attack.


2h Hammers for Bardin and Kruber

  • Increased damage for light attacks by 7%.
  • Incresed damage cleave for heavy attacks, causing damage to more targets.
  • Increased efficent dodge count from 1 to 2.


2h Picks for Bardin

  • Increased damage versus armor on max charged attacks by 69%.
  • Increased power multiplier for push followup attack by 8%.
  • Increased stagger strength of max charged heavy attacks by 207%.
  • Decreased damage cleave for light sweeping attacks.
  • Reduced the time required for charged heavy attack to chain while tuning movement curve to be a bit smoother.
  • Increased attack speed thoughout the weapon.


Crossbows for Bardin and Saltzpyre

  • Reduced cleave on all shots by 25%.


Dual Axes for Slayer Bardin

  • Increased light attack damage versus Infantry, Monster and Frenzy by 12%.
  • Increased light attack damage versus armor by 55%.
  • Increased heavy attack damage versus Infantry, Monster and Frenzy by 12%.
  • Reduced heavy attack damage versus armor by 20%.
  • Increased stagger strength for light attacks by 25%.
  • Reduced damage of secondary targets hit by 50%.
  • Reduced crit/headshot effectiveness for all attacks.
  • Switched push-follow up damage profile to match light swings (but you get two of em).


Handguns for Bardin and Kruber

  • Reduced cleave on all shots by 33%.


Axe and Shields for Bardin

  • Remade horizontal heavy sweep into a crowd controlling attack, greatly increased cleave while maintaining a solid damage output against first targets.
  • Increased light attack damage versus infantry by 33%.
  • Slightly increase power multiplier for downward Heavy attack.
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.
  • After pushing, shields start recovering stamina 50% faster than other weapons.


Hammer/Mace and Shield for Bardin and Kruber

  • Increased first heavy attack damage versus infantry, monster and frenzy by 51%.
  • Increased first heavy attack damage versus armored by 283%.
  • Switch push followup attack damage profile to lighter version with less power across the board.
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.


2h Swords for Saltzpyre and Kruber

  • Increased push attack damage versus infantry by 53%.
  • Increased push attack damage versus armored by 31%.
  • Increased push attack damage versus monsters by 23%.
  • Increased push attack damage versus frenzy by 24%.
  • Increased push attack damage versus super armor by 31%.
  • Increased push attack stagger power by 66%.


2h Executioner Swords for Kruber

  • Increased light attack damage versus Infantry, Monsters and Frenzy by 14%. Increased light attack stagger strength by 22%.
  • Increased stagger strength and duration of heavy attacks by 29%.
  • Introduced separate damage profile for secondary targets with reduced impact for Heavy attacks
  • Gave heavy attacks a increased crit chance of 20%.
  • Gave light attacks ability to slide past armored enemies.
  • Made it easier to open shield users with light attacks.
  • Slightly increased attackspeed across the board.


Halberds for Kruber

  • Increased heavy stab attack damage by 29%.
  • Increased heavy sweep attack damage versus armored by 66%.
  • Reduced heavy sweep attack damage versus monsters and frenzy by 24%.
  • Reduced power overall of downward single target attacks (both push followup and light attack combo finisher)
  • Increased damage of light attack stab by 25%.
  • Reduced attack speed for all attacks.
  • Increased animation speed for heavy attacks.


Empire Longbows for Kruber

  • Reduced cleave for first level of charged shot.


Sword and Shields for Kruber

  • Remade action chains – Sword and Shield now has more choice in attack chains
  • Increased damage versus Infantry, Monster and Frenzy for slashing light attacks.
  • Increased damage of Heavy stab versus Infantry, Monster and Frenzy by 20%.
  • Increased damage of Heavy stab versus Armored by 84%.
  • Changed push followup to a lighter version of the stab.
  • Slightly increased range of attacks across the board.
  • Reduced the armor penetration modifier for critical strikes from 0.5 to 0.4 on light stab(push attack)
  • After pushing, shields start recovering stamina 50% faster than other weapons.
  • Reduced stamina regen delay after pushing from 1.5 to 0.75 seconds.
  • Added new slam mechanic to first heavy attack, providing better aim and three tiers of targets: Single aimed target, small AoE toward front of attack and large AoE hitting everything in front.


1h Swords for Kerillian

  • Increased mobility and range across the board.
  • Increased power for downward Heavy attacks by 8%.
  • Increased upward Heavy attack power by 10%.
  • Increased damage vs armored for the Light stab attack by 100%.
  • Decreased crit/headshot damage for upward Heavy attack vs armored enemies.
  • Increased attack speed overall
  • Added 10% additional crit chance to heavy attacks


Glaives for Kerillian

  • Reduced damage vs armor on Light attack chain by 36%.
  • Increased damage vs armor on second Heavy attack by 52%.
  • Increased damage on first Heavy attack by 8%.
  • Tuned attack turnaround with faster light attacks and slightly slower push attack.


2h Swords for Kerillian

  • Increased heavy attack power versus infantry, monsters and frenzy by 28%.
  • Increased heavy attack power versus armored by 181%.
  • Increased range for all attacks.
  • Gave push followup and increased crit chance of 25% and better cleave modifier while making a bit faster.


Dual Wield Daggers for Kerillian

  • Reduced damage on Heavy attacks by 20%.
  • Introduced separate damage profile for secondary targets of light attacks without bleed DoT (only one target get the DoT per attack).


Dual Sword Dagger for Kerillian

  • Increased damage of sweep heavy attack versus infantry, monster and frenzy by 10%.
  • Increased damage of sweep heavy attack versus armored by 10%.
  • Reduced damage on stab Heavy attacks versus Infantry and Frenzy by 20%.
  • Reduced damage on stab Heavy attacks versus monsters by 10%.
  • Increased damage vs armored on light stab attacks by 100%.
  • Reduced push cost for sword and dagger from 2 stamina(1 shield) to 1 stamina (1/2 shield).
  • Introduced separate damage profile for secondary targets of light stab attacks without bleed DoT (only one target get the DoT per attack).
  • Changed damage profile of the dagger attack for the first heavy attack. Should now use the same profile as the sword attack. (Basically increased damage of Heavy 1).
  • Sword and Dagger now has 10% crit chance bonus on all attacks.


Dual swords for Kerillian

  • Increased heavy attack damage versus infantry, monster and frenzy by 8%.
  • Increased heavy attack damage versus armored by 80%.
  • Increased push attack damage versus armored by 100%.
  • All attacks can slide past armor.
  • Reduced stagger on dual sword attacks slightly (-25%), further reduced stagger against armor (-33%)
  • Reduced armor pen bonus on crits for dual sword attacks (-40% for damage, – 50% for stagger)
  • Increased crit stagger vs armor bonus for heavy attacks (+50%)
  • Slowed down chain to final light attack slightly.
  • Increased critical strike chance bonus of 3rd and 4th attack to 25% and 50% respectively.
  • Removed 10% critical strike chance modifier of first and second light attacks.


Spears for Kerillian

  • Increased damage of light attacks versus infantry, monsters and frenzy by 25%.
  • Increased damage of Heavy stab by 29%.
  • Increased damage vs armor for Heavy sweeping attack by 66%.
  • Reduced damage versus Monster and Frenzy for heavy sweeping attack by 24%.
  • Added damage vs armor to light stabs.


Falchions for Saltzpyre

  • Decreased damage of light attacks by 4%.
  • Increased Infantry damage of third light attack by 33%.
  • Increased attack power of Heavy attacks by 10%. Increased stagger power by 14%.
  • Increased attack speed slightly.


Fencing Swords for Saltzpyre

  • Increased range and stagger of offhand pistol slightly while making it fire a bit quicker after input.


Brace of Pistols for Saltzpyre

  • Reduced damage versus infantry, monsters and frenzy by 8%.
  • Increased damage versus armor by 37%.
  • Increased stagger power by 45%.
  • increased ammo by 5
  • Slightly increased damage on close range
  • Increased damage on long range
  • Reduced spread of primary shot.
  • Increased spread of secondary shot.
  • Reduced movement speed slow while aiming from 65% reduction to 15%.


Repeating Pistols for Saltzpyre

  • Increased normal shot monster damage by 33%.
  • Increased spin-up attack damage by 38%.
  • Increased spin-up attack stagger power by 107%.


Repeating Handguns for Kruber

  • Increased Infantry, Monster and Frenzy damage by 19%.
  • Increased Armored damage by 62%.
  • Increased reload time from 1.3 to 1.6 seconds.


Blunderbusses for Kruber

  • Increased shotgun damage versus monsters by 33%.
  • Increased range of push attack from 2 to 2.5 meters.


Grudge-Rakers for Bardin

  • Increased shotgun damage versus monsters by 33%.
  • Increased range of push attack from 2 to 2.5 meters.


Drake Pistols for Bardin

  • Fixed an issue where the charged attack used the wrong attack template, causing it to deal damage to armored targets.


Drakegun for Bardin

  • Non-critical hits no longer damages Chaos Warriors. Now only staggers them.
  • Increased charged flame Infantry damage by 77%.
  • Increased charged flame Armored damage by 100%.
  • Increased charged flame Monster damage by 64%.
  • Increased charged flame Frenzy damage by 60%.
  • Increased charged flame stagger power by 100%. Primarily versus Armored.


Flamestorm Staff for Sienna

  • Non-critical hits no longer damages Chaos Warriors. Now only staggers them.
  • Increased charged flame Infantry damage by 77%.
  • Increased charged flame Armored damage by 100%.
  • Increased charged flame Monster damage by 64%.
  • Increased charged flame Frenzy damage by 60%.
  • Increased charged flame stagger power by 100%. Primarily versus Armored.

TALENTS


Mercenary Kruber

  • Morale Boost – Cooldown reduced from 180 seconds to 90 seconds.
  • Soldiers Spirit – Removed
  • For the Empire! – Removed
  • The Harder They Fall – Removed
  • Drillmaster – New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Mercenary’s Pride – New Talent, replaces Soldier’s Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Captain’s Command – New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Huntsman Kruber

  • Perk – Deep Pockets: Increases maximum ammunition carried by 50%. Note: This has always been the case but the perk was never displayed previously.
  • Soldiers Spirit – Removed
  • For the Empire! – Removed
  • The Harder They Fall – Removed
  • Taste of Victory – New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Huntsman’s Tally – New Talent, replaces Soldier’s Spirit: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Taal’s Bounty – New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Foot Knight Kruber

  • Soldiers Spirit – Removed
  • For the Empire! – Removed
  • The Harder They Fall – Removed
  • Back Off, Ugly! – New Talent: Replaces For the Empire!: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Bloody Unstoppable! – New Talent: Replaces For the Empire!: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Templar’s Rally – New Talent, replaces The Harder They Fall: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Veteran Ranger Bardin

  • Ingenious Improvisation – New Perk: Using any Healing Supplies, Potions or Bombs has a 10% chance to not consume the item. Stacks with similar effects.
  • Just Drunk Enough – Removed
  • Grudge-Borne – Removed
  • Grimnir’s Champion – Removed
  • Roots Running Deep – New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Ranger Reaper – New Talent: Grudge-Borne: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Hardy Heart – New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
  • Catch a Breath – Increased temporary health gained when activating Diseagage from 20 to 50.
  • Ranger’s Ambush – Reworked: Moving outside of the Smoke Bombs area does not break invisibility. No longer increases the duration of Disengage.


Ironbreaker Bardin

  • Impenetrable – Reduced cooldown from 180 to 120 seconds.
  • Just Drunk Enough – Removed
  • Grudge-Borne – Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Grimnir’s Champion – Removed
  • Rock-Breaker – New Talent: Replaces Just Drunk Enough: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Hearthguard – New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Slayer Bardin

  • Just Drunk Enough – Removed
  • Grudge-Borne – Removed
  • Grimnir’s Champion – Removed
  • Doomseeker – New Talent: Just Drunk Enough: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Slayer’s Fury – New talent, replaces Grudge-Borne: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Hardy Heart – New Talent, replaces Grimnir’s Champion: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Waystalker Kerillian

  • Trueflight Volley – Cooldown increased from 70 seconds to 80 seconds.
  • Weavebond – Reworked: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Khaine’s Thirst – Removed
  • Champion of Loren – Removed
  • Martial Blessing – New talent, replaces Khaines Thirst: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Eternal Blossom – New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
  • Lifebloom Arrows – Increased temporary health gaines when using Trueflight Volley from 20 to 50.


Handmaiden Kerillian

  • Weavebond – Removed
  • Khaine’s Thirst – Removed
  • Champion of Loren – Removed
  • Spirit Echo – New talent, replaces Weavebond: Striking multiple enemies in one swing grants temporary health based on the number of targets hit. Max 5 enemies.
  • Dryad’s Thirst – New talent: Killing enemies grants temporary health based on the health of the slain enemy.
  • Ariel’s Boon – New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Shade Kerillian

  • Weavebond – Removed
  • Khaine’s Thirst – Reworked: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Champion of Loren – Removed
  • Bleak Vigour – New talent, replaces Weavebond: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Blood Kin – New Talent, replaces Champion of Loren: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Witch Hunter Captain Saltzpyre

  • Base health increased from 100 to 125.
  • Base critical strike chance increased by 5%.
  • Animosity – Cooldown reduced from 180 to 90 seconds.
  • Marked for Death – Now grants all allies attack speed when a taggable enemy dies. Bonus attack speed reduced from 10% to 5%.
  • Justice’s Bounty – Increased temporary health gained from 2 to 3.
  • Wild Fervor – Now grants bonus critical strike chance to all allies when a taggable enemy dies. Reduced bonus critical strike chance from 8% to 5%.
  • Holy Cause – Removed
  • Righteous Zeal – Removed
  • Purifier – Removed
  • Hunter’s Ardour – New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Walking Judgement – New talent, replaces Righteous Zeal: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Disciplinarian – New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Bounty Hunter Saltzpyre

  • Bounty Hunter – Career Skill Cooldown reduced from 90 to 70 seconds
  • Blessed Shots – No longer resets on melee kill.
  • Cruel Fortune – Now reduces the cooldown of Blessed Shots to 6 seconds, was 7.
  • Pious Fervour – Removed
  • Inspired Shot – New talent, replaces Pious Fervour: Melee killing blows reset the cooldown of Blessed Shots.
  • Holy Cause – Removed
  • Righteous Zeal – Removed
  • Purifier – Removed
  • Blood for Money – New talent, replaces Holy Cause: Melee critical strikes and headshots grant 2 temporary health. Critical headshots restores twice as much.
  • Tithetaker – New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Paymaster – New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Zealot Saltzpyre

  • Holy Cause – Removed
  • Righteous Zeal – Removed
  • Purifier – Removed
  • Sigmar’s Herald – New talent, replaces Holy Cause: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Repent! Repent! – New talent, replaces Righteous Zeal: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Font of Zeal – New talent, replaces Purifier: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Battle Wizard Sienna

  • Fire Walk – Increased the radius of the lingering fire of Fire Walk by 100%.
  • Tranquility – Now only resets when casting a spell. Reduced delay from 8 to 6 seconds.
  • Tranquility – Increased the vent rate of Tranquility from 200% to 300%.
  • Flickerform – Removed
  • Burnout – Reworked: Now allows Fire Walk to be used a second time within 5 seconds before going on cooldown.
  • Seething Embers – Removed
  • Soul Snare – Removed
  • Blazing Harvest – removed
  • Lingering Flames – New talent, replaces Flickerform: Siennas burning effects now last until the enemy dies. Maximum stacks reduced to 1.
  • Confoud – New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Spark Thief – New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Flame-Fettled – New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.


Pyromancer Sienna

  • The Burning Head – Increased cooldown from 40 to 60 seconds.
  • Seething Embers – Removed
  • Soul Snare – Removed
  • Blazing Harvest – removed
  • Spark Smith – New talent, replaces Seething Embers: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Spirit-Binding – New talent, replaces Soul Snare: Melee killing blows grants temporary health based on the health of the slain enemy.
  • Fiery Fortitude – New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.
  • Bonded Flame – Increased temporary health gained when using Burning Head from 20 to 50.


Unchained Sienna

  • Blazing Sinew – Perk removed
  • Dissipate – Reworked: Block cost is reduced by 50% when overcharged and blocking vents Overcharge. No longer reduces damage taken from venting.
  • Conduit – Reduced vent speed from 50% to 30%. Also reduces damage taken from venting by 50%.
  • Seething Embers – Removed
  • Soul Snare – Removed
  • Blazing Harvest – removed
  • Soul Quench – New talent, replaces Seething Embers: Staggering an enemy with a melee attack grants temporary health. Health gained is based on the strength of the stagger.
  • Reckless Rampage – New talent, replaces Soul Snare: Striking multiple enemies in one swing with a melee weapon grants temporary health based on the number of targets hit. Max 5 enemies.
  • Burn-Bloom – New talent, replaces Blazing Harvest: Healing yourself with a First Aid Kit or a Healing Draught also heals your nearby allies for 20% of their maximum health. Removes any wounds.

TRAITS

  • Natural Bond – No longer prevents using healing items.
  • Natural Bond – Changed from 2 health every 10 seconds to 1 health every 5 seconds.
  • Heat Sink, Reworked – Now refunds the overheat spent on the attack when a critical strike is triggered.
  • Heat Sink now functions on Drakefire Gun and Flamestorm Staff non-charged attacks
  • Scrounger – Reworked: Now restores 5% of your maximum ammunition on a critical hit. Can only trigger once per shot.
  • Resourceful Combatant – Reworked: Melee critical strikes reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.
  • Resourceful Sharpshooter – Reworked: Ranged critical hits reduces the cooldown of your Career Skill by 5%. Effect can only trigger once every 4 seconds.
  • Natural Bond – Reworked: Provides health regen, healing yourself with healing draughts and first aid kits only heals for temporary health. Still clears any wounds.
  • Barkskin – Reworked: Taking damage reduces the damage you take from subsequent hits by 40% for 2 seconds. This effect can only trigger once every 2 seconds. This damage reduction is calculated after other effects such as career perks.
  • Hand of Shallya – Increased healing from Hand of Shallya from 35% to 50% of missing health.

ENEMIES

  • Added some stagger resistance to Ratling Gunner, should ignore the weakest hits now.
  • Rotation should be delayed further for enemy dodged/completed attacks, making everything look and work better.
  • Stormvermin with shields should now stay “open” for longer/more hits once their guard is broken.
  • Stormvermin with shields should no longer block attacks from invisible enemies.
  • Dodge time window increased to 1.5 seconds for normal enemy attacks. Heavy cleaves and most elite enemy attacks changed to 3 seconds.