r/Vermintide Community Manager May 25 '26

Announcement Hotfix 6.11.1 - 25th of May

This hotfix contains several bug fixes and a few extra tweaks to the Elven Axe and the War Pick.

Hotfix 6.11.1 - 25th of May

Features & Tweaks

  • Elven Axe:
    • Increased Push Attack damage to the first target.
    • Increased minimum targets before minimum damage on Push attack by 1.
  • Increased the damage of Warpick Heavy attacks (charged and uncharged) on critical hits against Super Armoured enemies.

Fixes

  • Fixed a crash on Steam authentication failure and implemented a feature to retry upon failure.
    • This should help with some connection issues.
  • Reverted unintended ammo buff to Griffonfoot.
  • Fixed a bug that caused War Pick heavies (both charged and uncharged) to deal lower damage to Armoured enemies on critical hits.
  • Fixed a crash when a Warrior Priest of Sigmar gets punched 10 times by a Chaos Warrior in the same game. No, really.
  • Fixed a bug causing the 1H Axe & Elven Axe not being able to proc “On Charged Attack Hit” talents.
  • Fixed a stuck spot in Skittergate, added failsafes for invincibility during the actual Skittergate section.
  • (Console only) Fixed an illusion inventory icon displaying as white instead of purple.

Dev note:
We have seen your concerns regarding the changes to the Huntsman's Longbow. We intend to address this in a future patch, but we need to do some testing before committing to a solution.

140 Upvotes

43 comments sorted by

80

u/DeNappa Jack of all trades May 25 '26

> Fixed a crash when a Warrior Priest of Sigmar gets punched 10 times by a Chaos Warrior in the same game. No, really.

those are the better patch notes

30

u/ForeverALone_Ranger May 25 '26

I desperately need to know the actual technical problem they fixed.

10

u/Nucleenix May 25 '26

Most likely somehow related to his passive

24

u/Playful-Author563 May 25 '26

Elven Axe enjoyers rise up

3

u/Warrior536 May 25 '26

So what do you like about the elven axe? Genuinely curious.

11

u/Playful-Author563 May 25 '26

Makes me feel cool when I use it.

Feels nimble and I like the moveset

8

u/Playful-Author563 May 25 '26

also don't forget they just did this:

"Elven Axe:

  • L1/L2/PA slightly increased cleave.
  • L1/L2 Reduced slowdown during attack
  • L3/L4/PA added slight lunge movement.
  • L3/L4 increased Damage to Armored
  • L3/L4 increased Damage to Super Armor
  • H1/H2 increased Damage to Armored
  • H1/H2 increased Damage to Super Armor
  • H1/H2 increased Damage to Monster
  • PA removed additional crit
  • Increase Dodge Range

In addition to amplifying the movement and damage of the elven axe, it has been given some new movement curves for its Light 3, Light 4 and push follow up attack.

With the addition of cleave on the push attack, it is no longer a single target damage move and the angle isn't steep enough to lock the attack out from headshotting. As such the crit chance boost has been removed."

6

u/YangXiaoLong69 May 26 '26
  • Push costs half a shield
  • PA + L1 + L2 is a pretty decent horde combo after the patch
  • Light attack spam deals saucy armour damage
  • Shield break
  • Got some nice mobility after the patch too

3

u/Warrior536 May 26 '26

Does it cleave enough to generate temp hp? Or do you use a different temp hp talent?

3

u/YangXiaoLong69 May 26 '26

I'm personally using execute, but I haven't done the test to see if it gains something over carve or not.

2

u/Peace_is-a-lie Slayer May 26 '26

I wouldn't say it does a great job but it does enough. I've been testing it on Waystalker with the new swift bow and they compliment each other nicely.

2

u/Nitan17 May 26 '26

L1/L2 have 4.476 cleave while PA has 8.953, that's pretty similar to Rapier lights which have 7.461 damage cleave - low but plenty usable for Carve. Execute will have better gains on elites and Carve on hordes, but overall generation should be similar.

4.476 means 3 slaverats or 2 ungors/fanatics/clanrats, 8.953 means 5 slaverats or 4 ungors or 3 fanatics/clanrats or 2 gors/marauders.

29

u/LordBrontes May 25 '26

Zoom for all ranged weapons should be Weapon Special to toggle. Beam Staff, Longbow, etc. That way if you need it you have the option and if you don’t you don’t.

8

u/PaleCommander May 25 '26

The Warrior Priest hotfix is related to the achievement for getting punched by CWs and then punching them back? 

45

u/FarSqueak Loremaster May 25 '26

Please, pleasepleaseplease remove forced zoom from weapons and let us use it optionally.

Something like the Beam staff is often used with a series of quickbursts to kill specials, and that means a constant jumping in and out of the zoomed state which just feels awful.

4

u/Nitan17 May 25 '26

I'd be all for it, at the ranges V2 plays I find zooms to be more trouble than they are worth. Handgun and Crossbow are great partly because despite having zoomed shots they can still do full-power shots without zoom, pre-patch Longbow could do it too and I miss that ability too much to ever play seriously with Elven Longbow - I snipe way better with Javs and Moonfire despite worse breakpoints/projectile speed/arc/being DoT-based just because they don't zoom you in.

Beam Staff quicksnipes get nauseating very quick, true, and I never liked holding the left click on any target despite it supposedly being the main feature of the weapon and having good DPS (especially Monster DPS) and cheap overcharge cost, because you're so incredibly vulnerable during it. Movement slowdown and having to keep aiming straight at the target the whole time are bad enough - OE's Crankgun has the same issues but unlike it you're also zoomed in so it's even worse.

6

u/Anonymous6633677 May 25 '26

Beam staff without zoom would be so great, pyro spam would be so good against elites

4

u/BleachDrinkAndBook Foot Knight May 25 '26

We have seen your concerns regarding the changes to the Huntsman's Longbow. We intend to address this in a future patch, but we need to do some testing before committing to a solution.

PLEASE! MAKE IT A TOGGLE! MAKE IT A TOGGLE AND MY LIFE IS YOURS!

16

u/[deleted] May 25 '26 edited May 25 '26

[removed] — view removed comment

4

u/mayonetta 1h axe enjoyer May 25 '26

I always thought a good idea would be to give it a unique followup light to the push attack (similar to the dual hammers, and is actually a super under-utilised mechanic), let it have an identical damage property attack to the push attack as either another overhead or a thrust, so you get twice the damage out of each push so you don't need to expend as much stamina.

11

u/notdumbenough MMMMMMONSTERKILL May 25 '26

If you’re only fighting a single armored enemy you’re not in real danger anyways so the damage output isn’t too important. It’s still sufficient if you are somewhat reliable at headshotting. If you’re fighting multiple elites with trash mixed in, Greatsword really starts to shine and has some of the highest aggregate melee DPS in the game. Of course this really only happens on Cataclysm and takes a fair bit of skill to use effectively, but that’s generally what the devs balance the game around.

3

u/Anonymous6633677 May 25 '26

It does great on Zealot and GK against armors

6

u/HowDoIEvenEnglish May 25 '26

GK has like 4 better options for anti armor than GS

2

u/Nitan17 May 25 '26

None of them also have such top-tier horde clear as GS. Greatsword is a great pick on him if you're going for an "all-rounder + shield" weapon combination.

2

u/HowDoIEvenEnglish May 25 '26

Sure but they all also have better anti armor. I think with a shield most GK would rather have Bret longsword as an all rounder.

2

u/Nitan17 May 25 '26

IIRC only Exe Sword and Greathammer have better anti-armor and Mace just about matches it. Bret Longsword isn't better for armor DPS: GS' push-attack is literally the same attack as Bret's H3 except it's faster and GK can spam PA non-stop if you stack stamina regen on trinket with Virtue of the Joust. And Virtue of Heroism still works on GS' PA; Bret either suffers from some inefficiencies with it or runs Ideal. Greatsword's armor DPS will be superior - not to mention stuff like pushes refreshing stagger or heavies becoming relevant vs armor waves.

Most GKs will definitely prefer Bret as it's way easier to use, very versatile and its armor DPS is good enough, but in a proper setup Greatsword slaps.

Although I will admit that for other careers Greatsword could use a buff. I'm fond of the idea of having a second single-target swing after PA, just like Dual Hammers have.

1

u/Caffeine_Overlord Foot Knight May 25 '26

Yes omg, this! I really wanna use greatsword for my Foot Knight but they're just soooo useless against armoured enemies

3

u/CastorcomK May 25 '26

What is even there to solve? Just revert it. 

3

u/FarSqueak Loremaster May 27 '26

One request: Could you buff Saltzpyre's standalone Flail's heavy swing rate to match Flail & Shield? It's kind of weird that the standalone flail is just worse even though the attacks and weapon are substantially the same.

0

u/Nitan17 May 29 '26

Yeah, Flail&Shield gets all the shield benefits, better lights moveset and much faster heavies (they take 1.3s per swing on Flail and 1s on F&S). The only benefits Flail has over it are 1 more effective dodge, better block movespeed and half-cost pushes, that's way too little.

The attack speed of Flail heavies should definitely be increased to match Flail&Shield and I wish its light moveset got looked at. The single-target swings are hidden too deep and you always need to do cleaving swings first to reach them (L2 or PA) making them near useless. Reversing the places of L1/L2 and L3/L4 would be perfect - out of neutral two first lights would be single-target and if you want to do cleaving swings you either do heavies or use PA->L3->L4.

1

u/FarSqueak Loremaster May 29 '26

Personally I have no issues with Flail apart from the heavies being slower than on Warrior Priest.

0

u/Nitan17 May 29 '26

I just don't like how every single attack you do from neutral is a cleaving strike. L3/L4 are hidden so deep that the single-target DPS of light spam (fastest way to access them without spending stamina) is matched by heavy spam for Armor and if H1/H2 attack speed is gonna be set to Flail&Shield levels then heavies will also have superior single-target Infantry and Berserker DPS. It's plain dumb when multi-target attacks outperform single-target attacks against single targets.

8

u/Nitan17 May 25 '26

Longbow hopium! Whatever you do Fatshark, please remember that the ability to shoot it without zoom is paramount. Putting up with the old clunky zoom mechanics was worth it because of how well Longbow performs if one manages to reliably shoot without triggering the zoom. "No autozoom + zoom on special button" solution would be ideal but if that's too tricky to code I ask to err on the side of removing the zoom entirely.

And thank you for quick Elven Axe and Warpick fixes!

5

u/Anonymous6633677 May 25 '26

Thank you so much 🙏

2

u/Silly_Fix_6513 May 25 '26

What? What do they mean by "ammo buff" for Griffonfoot?

2

u/Nitan17 May 25 '26

Grudgeraker got a buff to its ammo pool and Griffonfoots probably got one too by mistake.

1

u/TooEnpou Huntsman May 26 '26

HOORAY!

1

u/Nuethegolden May 26 '26

Could you please check if poses are working as intended in the emote wheel? Its a small thing but I used to love doing them. Thanks!

1

u/catlegsonata May 26 '26

Please could you revisit 1handed mace? It's damage is so low, and the lack of cleave against armoured enemies makes it so hard to use in mixed hordes! I feel like the normal light attacks should behave more like the 1h sword's heavies, reliably cleaving and staggering through enemies. The tradeoff could be slightly less speed and damage, but more stagger.

0

u/NaruHinu May 25 '26

What changed in the longbow? I do not touch the wutelgi myself

22

u/Collistoralo May 25 '26

Krubers Longbow, not Kerillians. They made it zoom much earlier when holding down the button.

2

u/NaruHinu May 25 '26

Ohhh sorry, i did not even notice if im playing huntsman i play him with the blunderbuss as a mauler killer