Warhammer: Vermintide 2 is the sequel to the critically acclaimed Vermintide. It is one of the best four-player co-op game. This game has beautiful graphics and sound, interesting story, and most of all the awesome gameplay. It is a fantastic and highly rewarding core fighting mechanics.
Aggression capacity is, in short, a concept that describes the circumstances in which you’re forced into a defensive stance. There are many effects this has on gameplay, such as being an obstruction to good pace, so this guide will hopefully shed some light on how best to identify, prevent and combat such situations.
In simple terms, pace is the culmination of every single action you take in the game, and can’t be narrowed down to any single defining category. This makes the topic acutely difficult to pin down and analyse without delving into literally every aspect of gameplay. As such, it will be much easier to paint this picture in broad strokes, and subsequently flesh out the subtle colours that are the framework of playing with high pace.
The premise is that pace is a result, not a process, and I’d like to touch on just a couple of applied concepts that have helped me while playing and coaching in Vermintide. The first is what I call aggro capacity (aggro cap).
This shows my aggro cap being somewhat stretched. That isn’t to say it will result in a loss, but what it will certainly do is force me to play defensively, which means kiting and expending resources. Kiting is a situation that is always best avoided. Regularly it will push you into fresh areas, drawing yet more enemies to you, and perpetuating the cycle of kite enemies, aggro enemies, which severely limits your damage output.
Above is an example of aggro cap that isn’t being fulfilled, and so my potential damage output isn’t being hampered by forced defensive manoeuvres. What this translates to is pace. The logic is that taking the enemies in small bites allows for a constant flow of damage, rather than the alternative which is literally biting off more than you can chew, forcing your stance from hyper-aggressive to defensive. The other concept which relates directly to aggro capacity is resource management, which I won’t give a big title since it’s so connected.
As mentioned earlier, resource expenditure is something that aggro capacity can sometimes force. This isn’t always a bad thing, as sometimes exceeding aggro capacity can give more efficiency to a bomb, for example. Generally, retaining the items if possible is the best option. However, there are a few more things than items to consider when on the topic of resources. This is a list of what I consider to be a “resource”.
2. Career abilities
Yes, health. This can be a difficult one to accept, especially for people coming from the original Vermintide game, where it’s always vital to avoid damage. Because of temporary health, some careers have the tools necessary to trade health for damage in some circumstances, which can feel unintuitive, but it is undeniably effective.
Resources are there to be used. Knowing your aggro cap will help with understanding how liberal you can be with your resources. Everything on the list is a means to output more damage, so the tricky part becomes determining when these things are expendable. Things like stamina, abilities and heat are of course more expendable, and should be used wantonly for maximum damage output at all times. Sequentially, this does two things; increase aggro capacity, and works against exceeding that capacity.
These are just a couple of components that correspond to pace in Vermintide, and something I can, if requested, cover in more detail. For practise purposes, I recommend the modded difficulty Deathwish by Grimalackt. It’s the next logical step after Legend, and encourages perfect mechanical execution, so the focus is shifted to concepts like the ones partially covered in this writeup.