So to the point, even without a comprehensive analysis on pitting the effectiveness of the vets skills, tree pathing, or power with the other classes or to its previous incarnation there are some pretty obvious issues with investment costs.
These categorized comparisons will be displayed as (## - ## - ##) with each number set representing their corresponding skill tree archetype of Left - Middle - Right.
An Overview
- Psyker Tree: 20 Passives, 18 Operator modifiers, 10 Ability modifiers, 14 Keystone modifiers,
6 Blitz modifiers - Ogryn Tree: 31 Passives, 19 Operator modifiers, 10 Ability modifiers, 9 Keystone modifiers
- Zealot Tree: 35 Passives, 16 Operator modifiers, 7 Ability modifiers, 8 Keystone modifiers
- Veteran Tree: 42 Passives, 20 Operator modifiers, 10 Ability modifiers, 12 Keystone modifiers
Notes: So right off the bat you can see the veteran has more nodes overall both matching or exceeding the previous largest amounts. Now this doesn’t necessarily have to be a bad thing if the tree is managed well, i’m not gonna start exactly complaining about having more to choose from.
It’s just that when we begin to go over how the tree is pathed it becomes painfully obvious something feels wrong.
Build Pathing
Here is a comparative view of the minimum skill investment without ANY deviation to reach the bottom of each class tree category with the keystone.
- Psyker Tree: 21 - 18 - 19
- Zealot Tree: 20 - 19 - 18
- Ogryn Tree: 20 - 20 - 20
- Veteran Tree: 21 - 22 - 22
- Old Vet Tree: 20 - 20 - 20
Here is a comparative view of the minimum skill investment with a FULLY INVESTED KEYSTONE
- Psyker Tree : 21 - 19 - 20
- Zealot Tree: 20 - 20 - 19
- Ogryn Tree : 21 - 21 - 21
- Veteran Tree: 23 - 24 - 25
Notes: So we are dealing with about a 3-4pt deficit if you want to really invest into keystones. The Weapon specialist tree is especially egregious having a 5 cost investment branch albeit an optional one.
Here is a comparative view of the minimum amount of PASSIVE NODES (non Blitz/Aura/Ability/Keystone) each pathway has to take to reach their respective keystone
- Psyker Tree : 13 - 12 -13
- Zealot Tree: 13 - 14 - 13
- Ogryn Tree : 14 - 14 - 14
- Veteran Tree: 16 - 17 - 16
Here is a comparative breakdown of the minimum amount of PASSIVE NODES needed to progress to each major node at each stage of the tree.
- Psyker Tree : 3 - 3 - 3 | 3 - 3 -3 | 2 - 2 - 2 | 5 - 4 - 5
- Zealot Tree: 4 - 4 - 4 | 4 - 4 - 4 | 1 -1 - 1 | 4 - 4 - 4
- Ogryn Tree : 3 - 3 - 3 | 2 - 2 - 2 | 3 - 3 - 3 | 6 - 6 - 6
- Veteran Tree: 4 - 4 - 4 | 2 - 2 - 2 | 2 - 2 - 2 | 8 - 9 - 8
Notes: If it wasn’t obvious enough this 2-3 extra points is from the dumb 8 - 9 length paths at the end of the tree. On average without counting the veteran, a single path of passives has about 13 points while the vet can goes as high as 17 passive nodes on a direct path.
HORIZONTAL BRANCHING
The Veteran Tree runs a horizontal branches on each level which basically compounds the issue if you want to stray off your main path. Now this same pathing is also in the zealot tree, and has been fine as far as i can tell, but only works for the zealot because they have the fewest Major Node branches out of all the other classes while the veteran has one of, if not the most due to other trees having lockouts.
THE PASSIVE TAX PROBLEM
Because of the horizontal branching it is inevitable you will have to go down a few extra nodes to acquire something that is essential to your build, the additional issue is that each step in the tree requires you to invest at least 2 points to reach the next major node. Two points the vet just doesn’t have in its current iteration, which means if the passives you need is not in the same section as your current tree that can easily add an extra 1-4 points of “passive tax,” which in turn means you always end up with that awful feeling of just a few points to short.
So that’s about it, its not just about one or two extra passives it’s a multitude of issues that basically compound to make build diversity a nightmare.
Overall with the way the current vet tree has been balanced it basically needs about 3-4 less nodes in each tree and a change to how the power is distributed in Weapons specialist in the least. I would honestly try not to look at each individual node too critically right now due to the veteran basically needing to “trim the fat,” in order to have a better idea of what a balanced build may look like.
but ill do it anyway cause it’s fun, so here’s my absolute trash take on a veteran tree re-balance.