Warhammer: Vermintide 2 - Forgotten Relics Pack Review (Ecnalance)
Mayflies. Deaf to all, except their own egos.
With the recent nerfing of that... thing. I have decided to give this DLC an actual review instead of the braindead heretical lumberfoot "WOoUGHHhHh MooNFiRE suCkS NoW thiS DLc nOt wORtH yOUR irl SHILLInGs".
Here's my review of the weapons in the Forgotten Relics Pack (Hopefully the first Relics pack, I'd love to see more weapons; Valiant Kruba literally has only 4 ranged weapons and one of them is exclusive to the Huntsman):
The Spear and Shield
It is overall a great weapon indeed. A great addition to the Shield and Something family.
The light attacks both have wide sweeps and deal a decent amount of damage, which makes it flexible for Talents that give TP on Stagger or on Multihit; the heavy attacks on the other hand, while not as powerful as, let's say the .Exe Sword or the French Sword, stills hold well against armored units as the second overhead and third thrust can hit really hard.
The shield is a nice touch, it helps when playing defensively, as shield tend to do, or when rescuing teammates, or when pushing stormvermin off a cliff, as shields tend to do. It also lets you get a quick powerful jab at enemies whenever you use the push/special attack
It feels like it's one of those weapons that can be used by any of Faithful Kruber's classes for either damage or support and even then, it would still be a good choice.
The Griffon's Foot
Saltzpyre finally received an actual shotgun. A fantastic addition to his ranged weaponry, mainly for the fact that there wasn't any actual crowd-clearing ranged weapon that Salt could have used. I mean there IS the Volleycross but it's more of a hybrid sniper horde-clearer with a god-tier reload animation than a dedicated horde-clearer.
Like all shotguns (Blunderbuss, Grudge-raker), it's amazing when used in hordes. A shot or two can pretty much thin down the horde to a reasonable size. The right click action also features something similar to the other shotguns in the game where it does a shove attack, which would have been stupidly good for On Stagger talents but I guess Saltzpyre doesn't like staggering as none of his classes have On Stagger talents.
Well, apart from the Sigmar Priest of Sigmar's Sigmar; but you can't use exactly use firearms on the man.
That's pretty much it. Not a lot going on here except that it's a shotgun; and shotguns are good for horde-clearing.
The Trollhammer Torpedo
It's a fucking grenade launcher.
The Coruscation Staff
I had to google if that was an actual word, and apparently it is.
It means 'sparkle' or 'glitter', or 'a flash of wit'. Thanks Google.
Sienna now has a dedicated crowd-killer weapon, since it's essentially a shotgun staff, the main attack is a spray of small fire(bolts?) that can very much delete berserkers, maulers, and hordes. Well, practically anything that's not wearing armor is screwed. It's fun.
Although where it shines for me is the unique charged attack, where Sienna burns an area that lasts for a good amount of time. This makes it amazing to use against hordes especially in choke points where they have no choice but to walk through it.
Against monsters, however, it still holds up on it's own. With a few charged attacks and firewalls placed on the ground, you can pretty much cook monsters and be able to deal high DoT damage to them. It's even better if it's a Bile Troll or a Stormfiend, since they stay planted in the same place... kind of.
Overall I like the staff, it's fun to use, it sounds great, the charged attack is amazing for both hordes and DoT against monsters, it's fun to see Lifeleeches and Blightstormers get ragdolled instead of them going into fade animation.
The Moonfire Bow
Ahhh here we are, the weapon everyone's freaking out about. Apparently it's been nerfed and I'd personally say it's a good thing.
The pre-nerf Moonbow had it all, a large explosive AoE for every fully-charged shot, a deadly amount of Damage Over Time burning effect, and rechargeable or in other words 'practically infinite' ammo. <--- And that was the problem. It was a great sniping weapon, a great crowd-killing weapon, a great friendly-fire damage weapon, and a great monster-killing weapon.
It was every ranged weapon combined together and it was immensely overpowered. It was like having a swiss army knife, or having Ganyu in Genshin, or it was like playing a Defense mission in Warframe and finding out a Banshee user is present and had maxed out strength, range, and efficiency.
So what did the nerf do?
The post-nerf Friendlyfire Bow lost it's AoE explosion on charged attacks, and it also lost a good chunk of its' DoT.
It is STILL a viable choice in my opinion. "Why?", you ask. Well, our friendly neighborhood magic spy, Olesya--
The main thing that the Moonmoon Bow has going for it is its' Infinite Ammo and the fact that it can deal a decent amount of damage on hit and additionally deal a decent amount of damage over time after. At this point it's pretty much a Longbow, so why would people go for it? The reason that I can think of is that the Longbow doesn't have a lot of ammo unless you're playing WayAimbot Kerillian. It only has 20 shots (40 on WS Keri), and unless you're running Conservative Shooter and have the aim of the gods and goddesses, you WILL run out of ammunition sooner than SOONER.
Especially if you're going for that dank Elites Killed green circle.
For players like me (or maybe just me) whose aim is all over the place, I'd still choose the Sunwater Gun over all the other bows and that throwing stick since the infinite ammo is worth it.
"Hey why not use the Javelin? It also has infinite sticks"
Yes, well, while the Javelin may be a more powerful choice, I'd rather want to be able to just click some Blightstormer at the end of the map than to figure out the velocity and trajectory and bullet-drop of the Javelin and risk my teammates getting swirled. The Javelin also needs you to manually reload unlike the rest of Wutelgi's ranged weapons, which takes around 1 second - which could also mean the difference between getting blightstormed or not.
The Weapons in General
I like the feel of them. They all have unique mechanics to them and all fill their roles without casting shadow on all the other in-game weapons. They have their own strengths and weaknesses now instead of all strengths and no weaknesses.
The sound design for the ranged weapons is great as well. Something about the silence between the thump and the explosion of the Trollhammer is satisfying especially if you hear that 'dink' in there signalling that you hit a headshot from what's essentially a fucking grenade launcher. How the Moonfire sounds like a medieval blaster of some kind. How the Coruscation charged attack sounds like lighting a fire in RuneScape. How the Griffon's Foot sounds like it really is spewing several pellets at once.
Too Long; Didn't Read section
Spear and Shield - Good choice for any of Kruber's classes, decent damage paired with the safety of carrying a shield.
Griffon's Foot - Like all shotguns in the game, a fantastic horde-clearer with spammable shove attack.
Trollhammer Torpedo - It's a fucking grenade launcher.
Coruscation Staff - Unarmored units' nightmare. A glorious crowd-clearing weapon for both the normal and charged attack. Not bad against armored and monsters as well.
Moonfire Bow - Despite the nerf that everyone's freaking out about, it is still a good weapon to use. Even with the Javelin as its' close contender, the Moonfire Bow holds up on it's own pretty well.
All in all, more weapons are always good.
I hope they make a Forgotten Relics Pack 2, and for the love of Sigmar, Mymidia, Valaya, Taal and that Pagan Horror the elf worships, give Kruber another ranged weapon.