Trinkets: A (somewhat) Systematic Relook/Rework

Trinket: Assassin's Skull (anti-assassin)

Current: While equipped, you will take 60.0% less damage from the warpdust covered blades of Gutter Runners.

Proposed: While equipped, you will take 80.0% less damage while pounced until you are back on your feet. (in full control, back to first person view)

I think this trinket needs changes, but I'd caution against too many 'flat damage reduction' trinkets. For the gutter runner especially, part of what I love about it is that it needs immediate action. You need to help the victim asap. With 80% DR you can kinda leave them to finish burning down the ogre or whatever.

That said, you still want something to mitigate the BS green knife damage. Something like "You recover 90% of the damage dealt to you by a gutter runner after it dies over 15 seconds, if you survive its attack." So there's still a sense of urgency for your team to knock it off and squash it, but once they do, you heal back up to nearly full.

Maybe for the packmaster one, something like -- "You deal 1 damage / 5 seconds to packmasters who grab you." So you still want to avoid it, but it's no longer a death sentence if you're on the other side of the map from your team.

I'd also like to see more trinkets with trade-offs. Things like "You do double damage to ogres with all attacks, but are unable to carry or benefit from potions." So now if you get an ogre spawning 13 seconds into the run you're kind of okay still.

Or, "All weapon proc chances are doubled, but you are no longer able to use or benefit from healing items."

Or, "You can carry double ammunition, but your melee swing speed is halved."

Things like that! Get a bit of variability and specialisation into the game, rather than just X% better Y.

/r/Vermintide Thread