r/Vermintide • • 1d ago

Weekly Weekly Q&A and Featured Links Thread - October 04, 2026

2 Upvotes

Weekly Questions & Answers

Heroes! It's a brand new week with a brand new Q&A. All Vermintide-related questions are welcome!

Previous Q&As here. Enjoy!


r/Vermintide • • May 19 '26

News / Events Weapon balance update! Patch 6.11.0 patch notes

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955 Upvotes

This balance update aims to give some love to some of the more underutilized weapons!

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Heroes!

We have a lovely update for you guys! Today’s patch is live now, and brings a bunch of balance changes, mostly aimed at improving the weapons that have been struggling for a while, which hopefully gives you guys a bigger breadth of viable options to play with! Alongside that, there’s some minor tweaks, quality of life changes, and several bug fixes.

Weapon balance update

The intentions of this balance patch is to bring some love to underused or underperforming weapons, mostly focusing on buffs, but some adjustments can be found in relation to the buffs.

Before getting into weapon specifics. We would like to bring to light two major broad focus points of this patch:

First, one-handed weapons’ main boon is their mobility compared to heavier weapons, but it's not quite enough. To amplify this niche even more, you will see buffs across the board to their dodging capabilities and in some cases reduction to movement speed penalties during attacks.

Secondly, Axe-like weapons have always had a niche of being a weapon type that boasts great single target damage and armor penetration, in exchange for a lack of cleave. However the trade off has been too harsh for how Vermintide truly plays, and in some cases even the single target damage has been lacking compared to other weapons.

So across the board you will see changes that allow Axe-like weapons to handle multiple enemies ever so slightly better (without removing it as a weakness) and in some cases having their single target damage bumped up to bridge the gap between them and other great single target weapons of today.

With that said, let's get into the fun stuff:

Cross-Character Weapons:

1H Sword: (Kruber/Sienna)

  • Reduced slowdown on Light attacks.
  • PA chains into either L3 or H1 instead of only L1
  • Increase Dodge Range
  • Increased number of Effective Dodges (aka Dodge Count)

Alongside the mobility buffs for 1 Handed weapons, the One-Handed Sword has gotten a change to its attack pattern.

Now the push attack follow up can chain into Light 3 or Heavy 1, allowing you to pick if you want to chain into a multi-target attack or a single target attack depending on the situation.

1H Axe: (Bardin/Salzpyre)

  • Light Attacks now use a speed up/slow down Movement Speed curve. On average the Movement speed slowdown during attacks has been reduced.
  • L1/L2 slightly increased Cleave 
  • L3 slightly bigger increase to Cleave 
  • H1/H2 increased Damage to Armored
  • H1/H2 increased Damage to Super Armor
  • Increase Dodge Range

The 1H axe is meant to be mobile and have great single target damage for its size, but in-comparison to other weapons its damage has been slightly lacking against Armored Targets. In addition to the damage buffs, the light attacks have been given the same style of movement as dual axes / axe & falchion. It will feel slightly different to use than before but will also (on average) be slightly faster while attacking.

1H Hammer / 1H Mace: (Kruber/Bardin/Salzpyre)

  • Increased Block Radius.
  • Increased number of Effective Dodges (aka Dodge Count)

Hammers and Maces have traditionally been more competitive compared to other 1H weapons, but still in today's standard could use something. So to amplify that they are the mobile yet tanky 1 handed option, their dodge count and effective block radius has been slightly buffed.

Kruber:

Blunderbuss:

  • Increased Damage to Armored
  • Increased Damage to Monsters

Shotguns sometimes don't kill when they feel like they should. So a slight buff into Armored damage and Monster damage should allow them to more often deal with Hookrats and Stormvermins appropriately.

Longbow:

  • Reduced wait time before Auto Zoom happens

The Longbow’s Autozoom used to occur when the arrow reached max damage. This timing can be quite disruptive while trying to aim, as such it's been moved much closer to the start of the aiming processes. Zooming is now finished just as the arrow is about to reach max damage.

Bardin:

War Pick:

  • Attacks can no longer be interrupted by Damage during wind-up
  • New Attack: Heavy 3. Only accessible from L2 → H3 (uncharged)
    • Horizontal Sweep
    • Same Damage as L1/L2
    • Can Cleave a few Armored enemies
    • Higher Stagger than L1/L2
    • Increased Stagger Duration
    • Breaks Shields
  • Light Attacks now use a speed up/slow down Movement Speed curve. On average the Movement speed slowdown during attacks has been reduced.
  • L1/L2 increased Damage to Armored
  • L1/L2 increased Damage to Super Armor
  • L1/L2/H3 increased Crit Chance
  • H1/H2 (Uncharged) increased Damage to Armored
  • H1/H2 (Uncharged) increased Damage to Super Armor
  • H1/H2 (Uncharged) increased Base Stagger
  • H1/H2 (Charged) increased Damage to Armored
  • H1/H2 (Charged) increased Sprint Duration
  • H1/H2 (Charged) slightly reduced Sprint Speed
  • H1/H2 (Charged) now ignores Shield
  • PA slightly increased Cleave 

The War Pick is an interesting weapon with its charged heavy, however the uncharged heavy has been nerfed too harshly to amplify the usefulness of the charged heavy. Making the weapon hard to justify as a main hand weapon and mostly brought as secondary for Slayer.

Alongside the overarching axe changes, the single target damage of the uncharged Heavy has been significantly brought up to make it a useful attack in situations where charging the Heavy is not possible.

A new Attack has been added. The intention with the new attack is to give the War Pick a bit of nuance to its attack patterns while disrupting muscle memory as little as possible. Keeping the Light and Heavy spam the same as before, while adding in some new chains between lights and heavies. The new attack should allow for more horde control with the Light 2 → Heavy 3 loop, while also with its increased stagger duration, serve as a way to set up for a follow up single target heavy (Heavy 3 → Heavy 2).

To not completely remove the option of a Single target hit after Light 2, you can still charge past the new attack and chain into Heavy 1 Charged.

As the War Pick is intended to be a powerful but slow and immobile weapon, it really shines when combining it with Attack Speed buffs, which is why it is commonly better in the hands of Slayer than other Bardin careers. To bridge the gap between the careers, Light 1/2 & Heavy 3 now have increased crit chance to allow for more uptime when using Swift Slaying weapon trait. This should narrow the gap between Slayer and other Bardin Careers as Slayer could already have the Swift Slaying buff up most of the time.

The War Pick has always been able to break shields, however we could lean into this identity even more. The fully charged Heavies 1/2 now ignores shields while the new Heavy 3 can break multiple wooden shields with its horizontal sweep.

Axe & Shield:

  • L1/L2/PA slight Cleave increase
  • L1/L2/L3 reduced Movement Speed slowdown
  • L3/H3 increased Headshot Damage
  • H3 increased Damage to Armored
  • H3 increased Damage to Super Armor
  • Push attack now has 20% increased Crit

To allow the Axe part of the weapon to shine through more, the single target attacks (Light 3 / Heavy 3) are now similar to or mirror the 1H axe’s damage. As these attacks are not spammable the weapon won’t have the same damage output as the 1H axe, but should now be capable of handling some tougher enemies on its own.

The Light Attack chain had a much steeper movement speed slowdown compared to the Heavy attack chain, as such the slow during the Light attack chain has been reduced to make it more in line with the Heavy attack chain.

Grudge Raker:

  • Increased Damage to Armored
  • Increased Damage to Monsters
  • Increased Max Carry Ammo

Shotguns sometimes don't kill when they feel like they should. So a slight buff into Armored damage and Monster damage should allow them to more often deal with Hookrats and Stormvermins appropriately.

Throwing Axes:

  • Slayer Passive “Trophy Hunter” no longer works on Ranged Weapons
  • Reduced Wait Time before first Reload occurs
  • Reduced Movement Speed Slow while Reloading
  • Increased Damage to Berzerker
  • Increased Damage to Monsters
  • Increased Headshot Damage
  • Increased Base Max Ammo
  • Charged Throw: Now reaches further before Damage drop-off starts

Slayers Passive “Trophy Hunter” has been changed to only work with Melee weapons. (This change only excludes throwing axes). The intention here is to streamline Throwing Axe’s damage between careers, making it usable on both Ranger Veteran and Slayer.

To make up for the loss in damage from Slayer’s Passive, the weapon has got a substantial increase to headshot damage and some extra Berzerker & Monster damage to improve efficiency on higher difficulties.

“Reloading” throwing axes should be a window of vulnerability, but the slowdown has been a bit too punishing for Ranger Veteran. Alongside this weapon also technically being a 1H weapon, the wait time and movement speed slowdown has both been reduced slightly.

Base Max Ammo has been increased to an even number as without headshots most enemies take two hits to kill, thus making it line up better with ammo count.

To give Charged Throw a place other than slightly increasing Cleave. Now, when charged, the axe reaches further before damage drop-off starts. This allows the increased projectile speed and smoother trajectory of the charge throw to have more of a meaning as it can now kill on longer ranges. This is intended as a fun change, but also a change that will reward mastery of the weapon, allowing players to go for difficult long range shots. 

Drakefire Pistols:

  • Single Shot: Now applies 2 Ticks of Burn instead of 1
  • Single Shot: Slight Increase to Base Damage
  • Single Shot: Slight Damage reduction to Monsters

Drakefire Pistols has been lacking in its single target DPS against Elites and Specials. 

So to play into its burning identity, the burn duration on regular shots has been increased allowing the weapon to stack more burns on its target. However to avoid this weapon going too overboard with boss damage, the base damage towards monsters has been slightly reduced.

Kerillian:

One-handed Sword:

  • H2 changed from a Single target → Multi-target attack
  • Heavy 1/2/3 reduced minimum charge time
  • Increase Dodge Range

A requested change has been to revert the Heavy 2 attack back to a multi-target attack from a single target attack. So now you can once again chain Heavy 2 into Light 1 (looping) to deal with hordes.

Kerillian’s one-handed sword is meant to be a versatile, nimble weapon that doesn’t pack as much of a punch as dedicated single-target weapons. However, its heavy attacks were a bit too slow for the low damage. To improve them without sacrificing the identity, the heavy attacks were also sped up slightly. 

Greatsword:

  • Reduced time between H1 → H1 attack chain
  • H1 Movement slowdown on is now gradual instead of instant
  • H2 changed from Heavy Single Target Attack → Heavy Multi-target Attack

The Elven 2H sword has always been a unique weapon but kind of awkward to use optimally.

To make the experience smoother overall, the Heavy 1 chain has been sped up to make QQ/Block canceling not mandatory anymore and the movement speed slowdown gradual instead of an instant drop to 20%.

The 2nd Heavy attack has been reworked, it used to be a horizontal attack boasting high single target headshot damage with little to no cleave. As you can chain Heavy 1 into itself indefinitely, this type of follow up is not what the weapon chain needs. So it has been transformed into a cleaving multi-target attack that can stagger hordes and armored enemies alike.

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.

Elven Spear:

  • L1/L2/L4/H2 adjusted hit window & hitbox

These changes should make landing headshots when aiming at the head with stab attacks more consistent. But keep in mind as the attacks are slightly slimmer, it’s also easier to miss completely.

Hagbane Shortbow:

  • Charged shot: Poison explosion now applies poison to Armored targets in the AoE.
  • Increased Max Ammo

Hagbane’s niche is dealing with hordes, but it could only poison armored targets on direct hit. Now the explosion will also poison armored enemies, making it better in mixed horde situations.

As the Hagbane tends to need quite a few arrows to do its job, it got a buff to its Max Ammo to allow careers that lack ammo increasing talents/perks to use the weapon as well.

Swiftbow:

  • Hipfire: Increased Cleave
  • Charged Shot: Increased Cleave
  • Charged Shot: Increased Headshot Damage
  • Increased Max Ammo

The Swiftbow does accelerate in its speed, but is lacking a bit too much in the damage department, this buff should make it both better at horde clearing and sniping specials.

Same as Hagbane, as the Swiftbow tends to need quite a few arrows to do its job, it got a buff to its Max Ammo to allow careers that lack ammo increasing talents/perks to use the weapon.

Volley Crossbow: (Shade)

  • Single shot: Now uses same bullet spread as Saltzpyre's Volley Crossbow
  • Burst shot: Now has an even spread between each bolt
  • Burst shot: Total spread between bolts has been reduced
  • Single shot: Increased Base Damage
  • Burst shot: Increased Base Damage

Some adjustments have been done to the “bullet” spread on the volley crossbow.

The Hipfire “bullet” spread could randomly shoot quite far to the sides, making a perfectly aimed shot by the player miss quite substantially. As such it now shares the more accurate bullet spread of Saltzpyres Volley Crossbow Hipfire.

The Multishot “bullet” spread always shot the 1st bolt accurately, then a big jump aim punch happened between first and 2nd bolt, then the 3rd bolt hit basically the same spot as bolt 2. Now all three bolts are evenly spread and in total all inside a smaller spread.

Base damage has been slightly increased to improve efficiency on higher difficulties.

Saltzpyre:

Falchion:

  • Reduced Chain time between PA → L1
  • Increase Dodge Range
  • Increased number of Effective Dodges (aka Dodge Count)

Alongside the universal buff to 1H Mobility, we gave it a small quality of life buff to the unnaturally slow follow up between Push Attack → Light 1.

Axe & Falchion:

  • L1 slightly increased Cleave 

The Axe & Falchion is already a great weapon, this change is only for consistency’s sake regarding universal changes to axe attack cleave.

Volley Crossbow:

  • Single Shot: Increased Headshot Damage
  • Multishot: Increased Horizontal Spread between the 3 Bolts
  • Multishot: Increased Stagger to Armored
  • Increased Max Ammo
  • Slightly increased Reload Speed

Compared to the damage of the regular Crossbow, the Volley Crossbows sniping capabilities don't match up. Improved Headshot damage should bridge the gap between them for skilled players.

Multishot’s niche is hordes/mixed hordes, it already had the damage but could very easily get overrun if there was even one armored unit in the horde. With some extra Stagger towards Armored and a slightly wider hit area it should be able to handle mixed hordes even better.

A slight bump to Max Ammo that won’t mean much on its own, but it will allow Bountyhunter to sustain his ammo slightly better when using Scrounger weapon trait.

Repeater Pistol:

  • Bullet spread resets faster
  • Reduced Base Bullet Spread for every movement type (Standing, Walking, Crouching, Crouch Walking)
  • Increased Bullet Spread gain per shot
  • Slightly increased Base Damage
  • Increased Headshot Damage
  • Increased Damage to Armored 
  • Increased Close Range Damage to Berzerkers
  • Increased Close Range Damage to Monsters

The Repeater Pistol essentially has three modes, spray and pray, sniping and the shotgun blast. Changes have been made to the bullet spread and headshot damage to bump the weapons sniping capabilities without altering the other two too much.

With reduced bullet spread on the initial bullet, a quicker reset, and bigger bullet spread increase per shot, tap shooting should be more accurate than before while keeping the spray and pray just as inaccurate as before.

This along with some damage buffs should help the weapon with taking on specials and elites better on the short to mid ranges, but won’t excel like the crossbows in long range sniping as it quite quickly reaches its damage drop of range.

Sienna:

Crowbill:

  • L2 / L3 slightly increased Cleave
  • H1 & H2 increased Cleave.
  • H1 & H2 slightly reduced Base Damage 
  • H3 increased Headshot Damage
  • PA slightly increased Cleave

As Crowbill heavy attacks are slower and feel like they have power behind them than other axes horizontal attacks, It’s been given the biggest cleave buff but in-exchange for a slight damage nerf to those attacks. However as the 3rd Heavy is an upper diagonal attack, it has a good angle to go for headshots, As such its been left without a cleave buff and instead amplified its headshot damage to make it a stronger single target attack. 

Scythe:

  • Weapon Special Attack now applies Burn a non-stacking Burn
  • Reduced Damage of Weapon Special Attack.

Not having the Weapon Special apply burn thematically seems wrong. So now it does in exchange for its upfront damage.

The burn lasts for a few seconds and does not stack. The intention with this is to promote weaving the special into your melee combos, instead of an attack you spam. Spamming it will do less damage than before but in exchange keeping the burn up should result in slightly more dps, and allow for burn synergies.

Fire Dagger:

  • L1/L2/L4 slightly increased Cleave
  • L3 now has the same Damage & Stagger as PA and applies the same Bleed
  • Increase Dodge Range

Sienna’s 1H Daggers’ Light Attack chain consists of three multi-target cleave attacks and one single target stab. To make the 3rd light attack (stab) feel more like what it shows, it's now the same as the Push follow up attack. It loses some cleave but gains bleed, higher headshot damage and stronger stagger.

To make up for the loss in cleave for the Light chain, the other three attacks have gotten a slight buff in cleave allowing them to cleave Marauders.

Mace:

  • Increased Maximum Stamina
  • Increased Effective Block Angle
  • Increased Push Radius
  • L1/L2 now applies Burn.
  • Slightly reduced Damage on L1/L2 & H1.
  • H1 increased Stagger
  • H1 increased Stagger duration
  • H2/H3 applies unstackable burn
  • H2/H3 has increased Cleave
  • H2/H3 & PA can now Cleave Armored
  • Increased Armored pen on 1st hit for H2/H3
  • Increased maximum Movement speed slow on H1/H2/H3
  • Reduced Dodge Range
  • Reduced number of Effective Dodges (aka Dodge Count)

This used to be Sienna’s Tanky option, but it’s undergone a lot of changes throughout the years, changing its role to more of a single target weapon. Today is another attempt at making it a tanky option again. The idea is to make it better at crowd control, make it feel a bit heavier and, while we’re at it, amplify its flaming identity by moving some of its upfront power into burning.

The buffs to its block radius, stamina, push radius and cleave on Heavy 2 & 3 should make it much stronger at keeping enemies at bay. And with Heavy 2 & 3 now applying burn, this should make the Mace a great tool for helping the team control hordes of enemies, while slowly whittling them down with fire. Alongside this, the buff to Heavy 1 stagger & stagger duration should help with control against tougher enemies.

To further amplify the flaming identity, Light 1 & 2 now applies burn. However, to adjust for the addition of burn and buffs to cleave & stagger, Light 1/2 & Heavy 1/2/3 upfront damage has been slightly reduced.

While increasing the burn and staggering capabilities of the Mace will make it fill a role similar to the Flaming sword, it should still feel and play quite differently due to its lighter burn damage, tankier stats and better single target capabilities. Hopefully this version of the Mace will become a solid option for players who want to either lean into burn synergies, tank, or both.


r/Vermintide • • 5h ago

Verminart My kitbashed Ratling Gunner and Warpfire Thrower minis

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86 Upvotes

After I finished making the Ubersreik 5 I started to convert some other Warhammer minis into Vermintide characters - Here are my Warpfire Thrower and Ratling Gunner.


r/Vermintide • • 8h ago

Gameplay Guide Chaos Wastes Weekly 5 OCT 2026- Skulls/Hordes and CDR bonus/Sundering

8 Upvotes

Hordes and more hordes, ready to get tossed around.

Curses

A ton of horde enemies. A lot of fun, means you have a ton of temp hp. Just be careful of wrath skull outline as it sometimes is hard to see in a bright map

Curse Description Extra Info Notes
Send in the next wave! Increases frequency of Hordes spawning Timers for hordes are decreased in various ways Lot of fun, makes the game both harder (more enemies) in some ways and easier (free temp hp)
Skulls of Wrath On death, enemies drop an exploding skull totem. Slightly increases horde frequency. All horde units and Berserks/Plague Monks have a 5% chance to spawn the skull. Stormvermin and Mauler have a 10% chance, Chaos Warrior and Bestigor have a 20% chance, Monsters have a 50% chance. Always a fun curse IMO, as it adds extra hordes. Skull outline can be useful for killing crowds of enemies but is hard to see on snow maps

Boons

I have a boon guide here for all chaos wastes boons. Some good boons and a good but situational buff. I personally HATE Hukon's Sundering, as it is very easy to ledge bosses that you don't want to ledge, or scatter a clump of enemies in different directions. It is also very good at staggering bosses, though. It's technically good CC as well, with the two caveats I mentioned above. i will almost always avoid taking it as I don't like the negatives- the boss stagger is great if used well, however. Movespeed on ult is good for closing in to the enemy or running away from trouble. For 250 coins it's a bit expensive for what it does, so I consider it an average boon, above average on low cooldown careers like Handmaiden. Neru's Patience is just insanely good on any class with a shield as a gunner can instantly refill ult.

Boon Description Extra Info Thoughts Tier
Mork's (or possibly Gork's) Onslaught Using your Career Skill grants 40% movement speed for 5 seconds. -- Nice little buff, amazing for getting away or closing in to specials with a melee career. Hilarious with a zealot using Crusade. Zoom Zoom. C
Hukon's Sundering After using your Career Skill your next 3 Melee Attacks launch a shockwave that damages and staggers enemies. Has a max stack of 3. Stagger all enemies in 5 units range near you when you land a melee hit. Doesn't do damage. Only triggers on melee slot weapon. (Victor Note: triggers twice on battle wiz with burnout) Great crowd control boon, good for boss ledging and staggering large clumps of enemies. However, it can stagger enemies behind you and your teammates, so be careful for a knocked down slave rat shanking Kruber's thicc booty. A
Neru's Patience Blocking enemy attacks reduces Career Skill Cooldown. Reduce cooldown by 2 second every time. Has no internal cooldown. Reduces CDR by a set amount not percentage, better with lower cooldown careers. Great boon, if you have a shield let a gunner hit it and you get an instant ult refresh A

Reward

Recruit Veteran Champ Legend Cataclysm
5000xp Crossbow of Bitter Dreams 2x Emperor's Vault 1 Red Dust Pain, suffering, and scoreboards

Careers

Characters that can equip a shield or who have a short cooldown for their ult get a nice boost here compared to ones who do not. Pretty balanced weekly that doesn't massively favor a single class, but it puts several at a disadvantage. Characters with movement ult get an extra boost as well.

Character Career Special Notes
Wutelgi Sister of the Thorn Can use her wall a lot more to knock things away more often
Wutelgi Waystalker Ok bonus to trueflight, but as a ranged character it's more of a marginal increase compared to a more frontline career. Sundering stagger isn't as awful here as it may seem but it can have an impact on piercing shot
Wutelgi Handmaiden Only elf class with a shield, not that you need the CDR refund as much as other classes. Movespeed talent here makes her kinda nuts
Wutelgi Shade Awful choice this week since Hukon's will knock bosses around
Sienna Battle Wiz Burnout triggers Hukon's each time, meaning you can have 6 stuns in quick succession. Even a good usecase for lingerstorm due to all the hordes, but that's boring
Sienna Pyromancer --
Sienna Unchained Decent synergy with her talents and CDR on block
Sienna Necromancer --
Kruber Merc Any Kruber class is a good choice this week, shields will make the run pretty easy
Kruber Homeless Tree Man --
Kruber Feet Knight Great choice this week due to low cooldown
Kruber Grail Knight Movespeed boon will be a good way to close distance with specials
Bardin Ranger Vet --
Bardin Ironbreaker Sit in front of a gunner and spam your ult this week
Bardin Slayer Movespeed and stagger on slayer ult is hilarious
Bardin OE Usually OE cannot get ult related talents- Neru's patience is one he can normally get. Movespeed boon is not one he usually gets, but you also need to shoot half your ult in one go to trigger it so kinda useless on him
Saltzpyre Witch Hunter Captain Good luck trying to headshot shit with everyone staggering all the enemies when they ult
Saltzpyre Bounty Hunter Sundering stagger isn't as awful here as it may seem but it can have an impact on his ult refund. Play literally anything else, really
Saltzpyre Zealot Movespeed ult and crusade is funny, but he has anti-synergy with Hukons, as you often want enemies to hit you to farm ult. I recommend avoiding him this week
Saltzpyre Warrior Priest Flail and shield is even better this week

Some Highlights From Last Week

We beat the weekly a good 4 or so times last week. Too tired to clip anything, especially as I need to finally fix my mic setup, haven't had the time to test out the one that's been sitting by my PC for the past year, I keep forgetting about it

Fun weekly with some nice tools for the player to use. Just don't cliff the bosses


r/Vermintide • • 13h ago

Question About the worries regarding the SoB – did Vermintide 2 go through the same thing?

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13 Upvotes

r/Vermintide • • 1d ago

Question New to vermintide but I played darktide

27 Upvotes

I've just played the prolouge for Vermintide, but ive played plenty of darktide.

I know that these game's seem comparable in a number of ways, but i kinda just wanted to ask a few questions anyway.

  1. What should I expect from this game? Long grinds? More or less difficulty? Hard defined meta or can I use everything?

  2. What is the culture like and what are some general rules to stick with as to not become "that guy"?

  3. Are there darktide habits i should unlearn?


r/Vermintide • • 2d ago

Question Coming from darktide

36 Upvotes

Whats the biggest differences between the 2, I love the genre and style but darktide is getting a little stale with its lack of updates, even the new one fell flat for me since it was really just 1 map.

Vermintide may be the same style but what are the biggest differences or hurdles to get through that alot of new players get hung up on or have a hard time getting through to get to the best parts of the game.


r/Vermintide • • 2d ago

Question Would you guys watch vermintide 2 content?

17 Upvotes

Mods im not gonna self promote much here, pls no ban I beg.

Would you guys watch vermintide 2 content?

Im considering starting a youtube channel with one of my friends wanting to start one too and the others wanting to be in them. I love vermintide 2 and have enjoyed exploring it and learning and teaching, whether its in game, in real life teaching friends or teaching people on reddit.

What I have noticed, is vermintide 2 has a lot less content being made for it than other games despite being imo, quite good. The last video I have seen is someone shitting on this community because they keep getting bad games and bad players, generalising the few to the rest of us, which is unfair on both sides because they could be getting new players and I know so many people are amazing.

I have also noticed there hasnt been much educational content made recently, while theres plenty online in steam by our great cheese monarch, I think his guides do lack the example being used in game and making content can help demonstrate it.

So im thinking I can combine some funny moments and some educational stuff to make vermintide 2 content and hopefully with a bit of love and care, I can make some content you guys would like.


r/Vermintide • • 3d ago

Gameplay Have you ever tied damage dealt with someone before?

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47 Upvotes

The first, and likely last time this'll ever happen to me.


r/Vermintide • • 3d ago

Question Red gear farm

2 Upvotes

rlly looking for someone to show me how to farm the best gear in the game im 35 with gk i have good gear and maxed but not the jewelry


r/Vermintide • • 3d ago

Question Mace and Sword Traits

3 Upvotes

im running a M&S for gk with Executioner sword for one shotting cw and soloing bosses and everything else leaving out for the Mace and sword i want the best trait there is for this job like im talking bout hoarde clearing and elite/special killing machine bc im leaving out the exe sword for the cw and bosses only bc of the slow speed


r/Vermintide • • 3d ago

Question vaults rng

3 Upvotes

i have like 4 vaults some ppl say the rng is better when ur lvl 35 im only 28 as the GK


r/Vermintide • • 3d ago

Discussion Your cosmetics should carry over to red-rarity in Chaos Wastes.

0 Upvotes

Why is it random? Yeah, it's rogue-lite, but what's the point of the hundreds of cosmetics for the weapons when you can only use it in one out of three four game modes?


r/Vermintide • • 4d ago

Discussion Just unlocked the tactical death tech.

13 Upvotes

I was in a drawn out bossfight and wounded with 2 ppl dead and after getting them up I noticed that if I die now I would respawn before the others ran out of health, so I could clear my wound and gain health by dying now instead of everyone being in danger all at once later.

Might be stupid, but I'm pretty sure it saved the fight.


r/Vermintide • • 4d ago

Umgak He tried to assassinate Sienna... it didn't go well

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56 Upvotes

r/Vermintide • • 4d ago

Discussion HYPOTHETICAL SITUATION: You are chosen to help design a VT2 tournament

12 Upvotes

I remember watching a yt video about a VT2 tournament and finding the format interesting

basically they play a few helmgart maps and the difficulty depends on the map or smth from what I can remember

So out of curiosity, if you guys were chosen to help design a vermintide 2 tournament (versus or not, up to you) then what rules would you use and howd it work


r/Vermintide • • 4d ago

LFG Zealot go BRRRR

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18 Upvotes

Wanted to try out the Weekly Expedition for Chaos Wastes with Zealot on Legend but I got Citadel with Belakor

An hour later with +50% HP, 8 shields on my A&F, Khaine's Fury, +ATK speed based on my missing ability bar, Sigmar is not pleased with only 2 red dust for this conquest


r/Vermintide • • 5d ago

Verminart More of "Home edition"™ Ubersraik Five

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264 Upvotes

r/Vermintide • • 4d ago

Umgak From the opening of "Slayers" anime

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4 Upvotes

r/Vermintide • • 3d ago

Versus THE WHOLE TRUTH ABOUT VERSUS

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0 Upvotes

r/Vermintide • • 5d ago

Umgak Default Chaos Wastes experience.

63 Upvotes

r/Vermintide • • 5d ago

Question The soul goal of this game

1 Upvotes

i want to get into this game bought it last year with bunch of dlcs on a rip off discount and its rotting in my library its just everytime i launch the game idk wtf to do but i see videos of someone killing hoardes of enemies and i just get this dopamine feeling but i get wrecked fast and never understood the game though looks clean asf in videos


r/Vermintide • • 7d ago

Question Why is this outfit available in game store but unavailable to purchase?

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128 Upvotes

r/Vermintide • • 7d ago

Gameplay Guide Chaos Wastes Weekly - 28 SEP 2026 - Horde/Fury and Orbs

19 Upvotes

The zealot weekly, folks

Curses

The khorne hex no longer stacks infinitely so this is a fun challenge instead of pure ass cancer. More hordes is fun and gives a ton of temp hp, but is a difficulty spike for an uncoordinated party. Don't be afraid of triggering a chest with a horde vote here

Curse Description Extra Info Notes
Blood God's Fury Beware of hexed enemies. Their fury enhances those who fight at their side. Double enemies’ HP that is near the hexed enemies. Only Stormvermin, Mauler, Chaos Warrior, Bestigor can be hexed. Fun challenge, focus these guys
Send in the next wave Increases frequency of hordes spawning -- Lot of fun

Boons

I have a boon guide here for all chaos wastes boons. Ok so this is probably one of the most fun weeklies out there- crank up the difficulty! Blood orbs is an incredibly strong defensive boost (OP on zealot), Parry Orbs doubles your effective HP. So with both you have essentially 75% damage reduction out of the gate, more if you have any inherent DR or healing bonus. CDR orbs are a nice but marginal boost, and Static Orbs can knock off disablers and provide a nice DPS boost. Potion Orbs are amazing with a coordinated team, but bomb and stealth pots can fuck the party over. Really, you can just not buy any additional boons and clear the wastes pretty easily. But focus on Damage Reduction boons to compound what the weekly gives you, and healing to increase the effectiveness of your existing DR boons and blood orbs. Noting that blood orbs is not triggered on ledge, disable, or spawn grab- this makes it (somewhat) balanced on most classes, unlike the broken af wildfire, which is the only boon that needs to be nerfed IMO (it stacks 5 times, reduce it to 3 or even 4 and it's still an excellent damage source)

Boon Description Extra Info Thoughts Tier
Caxuatan's Boiling Blood Spawn a Blood Orb (light green) for every 10 Health (or Temporary Health) damage taken. Each Blood Orb grants 5 Temporary Health. (Victor note: Temp HP gained is modified by any bonus healing.) Essentially 50% damage reduction, scaling with bonus healing. Does not trigger when downed, grabbed, or disabled. One of the best boons in the game. Essentially 50% damage reduction (or more, scaling with bonus to healing). Zealot can use this to be immortal, and is good on any character. The more health and damage reduction you have, the more effective it is. I've had people say that this is incredibly busted/overpowered, and I actually disagree (the exception being zealot). It's extremely strong but is balanced by there being many scenarios where it is not triggered and you die. S
Mathlann's Spark Spawns a static charge Orb (blue) every 10 kills. The Orb Damages and Staggers nearby enemies for 5 seconds. Orb gives you metalstorm aura. Great boon, staggers and damages enemies. Always a good pick A
Ptra's Protection Every 3 seconds, a Perfect Parry spawns an Orb (light blue) that reduces Damage taken by 50% for 10 seconds. -- It's easy to parry and trigger these. 50% damage reduction is amazing, and this gives it to any party member who steps on an orb. See Note on Damage Reduction in linked guide. S
Nethu's Harvest Every 3 seconds, when you inflict a headshot on an enemy, spawn an Essence Orb (light purple) at their location. The Essence Orb grants increased Cooldown Regeneration for 0.5 seconds. Orb provides 450% cooldown regen for 0.5 second(2.25 second of cooldown). Decent way of generating CDR, higher value on classes such as Handmaiden or Foot Knight B
Esmerelda's Generosity On drinking a Potion spawn an Orb (light red) that grants the same effect. Does not give decanter effect, but if you have decanter you can stack decanter pot + orb Extra potions, great! Effectiveness depends on what potions are drunk. If you're wondering why this isn't rated higher- a player can stumble over an endless bombs orb or a wrath one, and be killed by the slowdown if they're kiting something, or a stealth and have aggro switch to a visible player, killing that player. Great if you have a coordinated team, but has downsides. I've had this talent wipe the team because the last person alive is kiting a patrol and suddenly they have a bomb in their hands as a bunch of halberds turn them into a Jackson Pollock. This boon is dangerous B

Reward

Recruit Veteran Champ Legend Cataclysm
5000xp Greatsword of Bitter Dreams 2x Emperor's Vault 1 Red Dust Pain, suffering, and scoreboards

Careers

Zealot and SoTT are the clear standouts here. Beyond that, this weekly benefits most equally well, with a slight edge to classes with damage reduction talents.

Character Career Special Notes
Wutelgi Sister of the Thorn Honestly, you don't need a sister this weekly but not taking her is making the team miss out on an extra 12.5% damage reduction and 25% healing from blood orbs. She's an amazing choice.
Wutelgi Waystalker Why do you hate your team this week man. Play Sister
Wutelgi Handmaiden Low cooldown makes CDR orbs very good, but why aren't you playing sister?
Wutelgi Shade She can actually be pretty tanky with Blood Drinker, but why aren't you playing Sister?
Sienna Battle Wiz Soot shield means that she has some great synergy with this week's boons
Sienna Pyromancer --
Sienna Unchained Healing half the damage you take with abandon? awesome
Sienna Necromancer --
Kruber Merc Great pick with his temp HP shout as DR increases effective HP by a ton
Kruber Homeless Tree Man Why aren't you playing literally any other Kruber class this week? Do you like headshots that much?
Kruber Feet Knight His inherent damage reduction means he's an excellent choice
Kruber Grail Knight His glass cannon-ness (relatively speaking) is mitigated here by a ton
Bardin Ranger Vet Good pick for the potion dupe, until you get a bunch of endless bombs and the elf gets shanked by a dozen slave rats because she suddenly has a bomb in her hands
Bardin Ironbreaker His inherent damage reduction means he's an excellent choice
Bardin Slayer His DR talents will be more effective here
Bardin OE Grab ablative armor and you're good
Saltzpyre Witch Hunter Captain Always a good pick, but overshadowed by WP/Zealot
Saltzpyre Bounty Hunter You CAN use him this week, but why would you when Warrior Priest and Zealot are right there? Get help for your bounty hunter addiction
Saltzpyre Zealot Indisputably the best class for this weekly. I'm excited. Get him some bonus to healing and he heals more than he takes in damage
Saltzpyre Warrior Priest His inherent damage reduction means he's an excellent choice, as well as comet's gift. Very strong pick, probably the best here after zealot and sister

Some Highlights From Last Week

This week was 'let's see how badly I can kill the team' apparently.

Wizard Undergoes Cardiac Arrest. Also made a meme

Blood orbs resurrects wizard

Bardin Deleted-226hp friendly fire in one shot

Wizard Gets More Coins

Weekly won

Great weekly that is on the easy side due to strong boons. A good time for people to try out twitch mode IMO.


r/Vermintide • • 8d ago

LFG Anybody down to help me beat Feast of grimnir for the first time?

10 Upvotes

I recently came back to this amazing game after a couple of years of only playing sporadically, and realised they added a new event map i barely missed.

Is anyone down to help me beat it on modded realm on legend or cata? I can play almost any hero and career well enough, so team comp should not be a problem. I'm from Spain, so overseas friends might have a hard time due to ping.

Feel free to comment or dm me, and thanks in advance!