Yeah, the main problem with Executiner’s stance it’s that it’s comparatively weak, very much so.
This is due to a variety of things, most notably:
- Base ability power is about on par with other similar keystones (Point-blank barrage and Scryier’s gaze), but Modifiers just increase duration or support without any power increase.
- Stance is lost on getting disabled/switching weapons, unlike the above-mentioned abilities.
- Compared to the fully invested version of abilities (3-4 points) it’s a lot weaker, while usability remains worse.
- Breakpoints can be reached in other ways, and stacking the bonuses doesn’t have a big enough payoff (Stacking Focus Target!/Redirect Fire! isn’t that mind-blowing for example), so you are just better off going for defensive abilities.
- There is also the problem that it provides absolutely 0 defensive use. A thing that all abilities provide including thing like Point-Blank Barrage and Scryer’s gaze.
This last point is even more of a problem since Executioner’s Stance Vet is arguably the most vulnerable thing you can play. Ogryn’s huge eHealth and eToughness (latter due to increadible DR) and psyker’s ability to generate enormous amounts of toughness extremely easily does provide a way better base point to make a more offensive-orientated ability, but even those ability provide either Toughness Gain or DR in some capacity.
I think returning auto-reload (as a node) and working “Relentless” into the base ability would make it a competitive pick, and it would also help make the ability feel impactful again.
BTW I kinda feel like they dropped the ball with this too at the rework. Automatically refreshing the ult on highlight kill was part of the base ability (at level 30) for a good reason, and that’s a much better starting point for balance than what we have now.
The shooter/Ogryn highlight is just to boost Relentless. If you just think about them in the vacuum they are painfully weak nodes.
Since FS had some kind of fear of making Vet too strong (unlike on other classes that just came out absolutely broken) they tried to put as many “point tax”/“straps to hold Vet back” as possible, and while other stuff slowly came back up to some sensible level, the current state of Executioner’s Stance is still a remnant of that design direction.
The removal of the CD lockout did help to make the ability less hamstrung, but it only alleviated one problem that they introduced themselves and didn’t actually fix the problem of Executioner’s Stance being comparatively weaker than other abilities.
Also, there is a design problem with the ability being pulled in multiple different directions. It suffers from being both an offensive and support ability while also having points dedicated to upkeep. It is so out of place amongst the other options present in the game. It is kind of a manifestation of “Hacking Vet up and scattering its previous power all over the tree, while all other stuff just got everything and more” in and of itself.
While other abilities (old and new) follow a pretty compact design and the Executioner’s stance wanting to be so many things at once with each direction (apart from Damage/Power) having their own nodes just doesn’t make it more interesting and strong, it’s just getting suffocated by it.