# Warhammer: Vermintide 2 Weapon balance update! Patch 6.11.0 patch notes - Product: Warhammer: Vermintide 2 (https://whatsnew.fyi/product/warhammer-vermintide-2) - Vendor: Fatshark - Date: 2026-05-19 - Original notes: https://store.steampowered.com/news/app/552500/view/694261143299949967 - Permalink: https://whatsnew.fyi/product/warhammer-vermintide-2/releases/2026-05-19-weapon-balance-update-patch-6.11.0-patch-notes What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **changed** — Reduced slowdown on Light attacks for 1H Sword - **changed** — 1H Sword Push Attack now chains into either Light 3 or Heavy 1 instead of only Light 1 - **changed** — Increased Dodge Range for 1H Sword - **changed** — 1H Axe Light Attacks now use a speed up/slow down Movement Speed curve with reduced slowdown on average - **changed** — 1H Axe Light 1/Light 2 slightly increased Cleave - **changed** — 1H Axe Light 3 has a slightly bigger increase to Cleave - **changed** — 1H Axe Heavy 1/Heavy 2 increased Damage to Armored - **changed** — 1H Axe Heavy 1/Heavy 2 increased Damage to Super Armor - **changed** — Increased Dodge Range for 1H Axe - **changed** — 1H Hammer/Mace increased Block Radius - **changed** — 1H Hammer/Mace increased number of Effective Dodges - **changed** — Blunderbuss increased Damage to Armored - **changed** — Blunderbuss increased Damage to Monsters - **changed** — Longbow reduced wait time before Auto Zoom happens - **changed** — War Pick attacks can no longer be interrupted by Damage during wind-up - **added** — War Pick new Attack Heavy 3 accessible from Light 2 to Heavy 3 uncharged as a horizontal sweep - **changed** — War Pick Light Attacks now use a speed up/slow down Movement Speed curve with reduced slowdown on average - **changed** — War Pick Light 1/Light 2 increased Damage to Armored - **changed** — War Pick Light 1/Light 2 increased Damage to Super Armor ##### 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 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 m _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/552500/view/694261143299949967]_