

The crude, brutal nature of the new foes goes hand-in-hand with the rough aesthetics of the new map, however, the Beastmen themselves have a number of issues. It takes the Ubersreik Four-plus-one through desolate, meteor-blasted lands teeming with the new Beastmen faction that now also challenges you in the game’s other levels. In order to access the Weaves and unlock the new weapon types, you need to complete the new Dark Omens map. In order for that to happen, however, it definitely needs expanding upon and some extra polish. It’s very much a mode you play for the fun of it and its progression, as the rewards it provides besides character experience are some rather unimpressive portrait frames. The concept behind Weaves isn’t truly original – Diablo 3’s Rifts being a clear source of inspiration – but, nonetheless, has the potential to breathe new life into Vermintide 2 overtime. Sadly, this system has its own flaws as replaying Weaves you’ve already beaten yields a minuscule amount of Essence, which can become problematic once you hit a level you’ve trouble overcoming. Compared to the base game’s overly randomized loot box-centric system, it’s a welcome breath of fresh air. The great thing about this system is that you get to manually apply and strengthen the perks and traits of both your character and weapons. Upgrading the cauldron itself gives more options in terms of customizing your amulet and weapons.
Winds of magic maps upgrade#
As you collect it from fallen foes, you can upgrade and build weave-infused versions of the weapons from the base game at the new magical cauldron in your keep. Warhammer: Vermintide 2 – Winds of Magic’s Weaves have their own separate progression based around the new Essence resource. Less repetition would have helped, though. At their best, they retain a portion of Vermintide 2’s intensity as you go through rather indistinct territory.

At their worst, Weaves feel like treading the same old ground, but with a blue or yellow filter that, admittedly, does showcase how gorgeous Warhammer: Vermintide 2 – Winds of Magic can look when color contrasts come into play. As much as each wind gives maps an aesthetic shift – applying different color filters and elements such as strangling vegetation or rocky overgrowths to its assets – it doesn’t take long until you start recognizing the locations from the base game’s maps. As a replacement for new maps, however, they fall short. Weaves are much shorter than regular levels, making them a great alternative for when you don’t want – or have the time – to spend 30-40 minutes hacking and slashing mobs of Chaos-aligned opponents. Some of the winds affect gameplay more than others but getting used to them doesn’t take too long. The wind of life spawns a bush of damaging thorns from every dead enemy, turning tight corridors into deadly life-leeching tunnels, while the wind of heavens brings down destructive lightning bolts in a large area around characters. Each wind adds its own specific element to maps. Spanning 120 levels, it takes chunks from existing maps and glues them together while introducing modifiers in the shape of the eponymous Winds of Magic. The meat of Warhammer: Vermintide 2 – Winds of Magic can be found in its new Weaves mode. But is it the shot in the arm that Vermintide 2 needs or does it fail to live up to expectations? On paper, the first expansion to its excellent melee-focused co-op title sounds quite rich in content: a new randomized mode, a map and weapon type for each class alongside the mighty Beastmen as new opponents. Warhammer: Vermintide 2 – Winds of Magic marks the first time when developer Fatshark steps outside the realm of map-based DLC with its post-launch content.
