Arbities deserves a dog perk tree ala Stim Lab

The dog is a huge unique part of the kit and it deserves layers of customizability outside of needing to invest perk points in the talent trees. Honestly, other classes could use a side tree (Ogryn Rock customization when?) but Hive Scum shows that Arbities Dog should have layers and tweaks such as being set as more defensive or element charged or set more aggressive with rending or something.
It also adds a little more macabre to the setting of an officer tweaking the dog to further kill and suppress. We kind of already do that in the talent tree but I feel like there is some great design space and fun to be had here/

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That’d require a lot of reworks on the tree as well (since many talents are dog tied)

But it sounds like a really fun idea so I like it

Also add weapon customization for veteran, adding scopes to weapons would be dope

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Yeah, my issue is that some things just get really outclassed to the point of “I wish this could just be a little passive vs an investment” like the dog electrocuting for 5s on a bite vs Shock Mines or late perk choices to just spread shock. I dont mind ones of serious buffs to the doggo to invest in it but theres plenty of little bits that could just be reworked into the hero.

Vet deserves weapon customization. Just reflex sights and small stat attachments at most is all I would ask.

big boom component options from frag to shrapnel, sonic or feces

big man smart, got chemistry degree :laughing:

mixing bullets n rashuns for bigger boom

Had the class been designed like that, sure.

But changing it cause the new class introduce a new system is foolish.

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big man needs a rashuns tree. and dogs, they need trees as well.

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If there will be something like that there needs to be a big negative to it as well. See scum not being able to use medstims and increased cooldowns on the cocktail.

Something like dog sitting idle for 30s+ or not being able to pick up ammo.

When I think about it I prefer it as it currently is…

I’d rather the perks affecting the dog be improved (bleed is just awful currently even if it could apply stacks faster than the scuffed dog leap interval) and provide some minor buff similarly to other double-duty perks. If you grab a buff for the dog, there should be a small buff for Arbites. Like if Voltaic-Mandibles increased the number of seconds enemies suffered electric-shock debuffs by 1s. And I think the dog’s biggest missing element is the lack of call and advance commands. I get that it’s part of the design, but it kinda makes most of its interesting interactions in game the product of coincidence and not planning. This what the discussion about the dog having dubious value to some and great value to others comes down to, dog AI luck. Being able to tell the dog to move up or guard an area, would make it a lot less griefy for the Arbites using it when people take your dog-target out and it proceeds to not go where you want it to. Or worse, when the target goes into a door-warp and then the dog is essentially disabled for several seconds. At the very least let me abort that command.

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All of the classes need it.

upgrade that makes them say YEET

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I want your idea because I like having my talent points, but any buff to dog really should require player interactivity.

The only thing I think is wrong with dog right now is dog bomb being unaimable and when the dog knocks pox bursters towards the player.

I really don’t see how you would make this compelling at all. Like with the stimlab your broadly have damage, durability, or cooldown reduction. Those are your options and there is the weighing of if you want a super powerful stim or one that you can use more often. These are interesting options that reflect your build and would be very clunky to stuff into the talent tree. So they get their own screen, that makes sense.

But for dog? Other than what is already in the tree what would you want? Realistically you just find the build with the best DPS and that is all you ever use. Also the fact that the best arbitrator build doesn’t even bring dog… This just feels pointless to me, the talents in the tree already offer some fun options.

Every idea I can think of would be better suited as a talent in the normal tree. Or if we did want to take all the dog talents and put them into a seperate screen. Well that would require rebalancing the entire class pretty much from the ground up. And at that point your turning the class into the “Mastiff Handler” not the “Arbitrator”.

dog got space worms and slides on his butt for 30 seconds “itch-debuff”

:laughing:

he’s biting nurgle enemies after all.

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How the heck do you think the rejects can Slide around on their butts so quickly? Space worms. Always has been.

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i use to send the dog at a clump of armored enemies and detonate when it leaps. it’s just not easy to keep track of. having outlines for your dog helps. when i’m in the thick and hear the dog growling, it’s nearby, so it goes boom blindly.

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I mean there’s a lot of downsides that could be applied to reach respective upgrade

Things like

  • Dog can’t attack for X seconds
  • Dog loses the ability to automatically attack
  • Dog deals less dmg
  • Dog is unable to attach to Monstrosities
  • Dog is unable to attack Ogryns
  • Dog won’t attack anything further than X amount of meters from its owner

And probably more I can’t think of rn

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Downsides isn’t the only counterbalance that could be applied.

Fatshark can turbo buff dog, but make it require player commands like Sienna’s skelly crew.

Attack mode, defend mode, that kind of stuff. I don’t want the dog to play the game for me, but if I was allowed to set it to do specific actions like zone out a 10 meter area, I could use that on downed allies to attack enemies on them. But I think it would be lame and possibly OP if I could select a talent that made my dog run off like Lassie across the ends of the earth to defend a downed ally on its own.

2 Likes

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