Fatshark don't nerf the dog (serious)

Core (he used to play VT2 a lot) did a solo run a week ago or so? He jus kept walking forward, and pushing enemies if blocked.

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When the dog bleed was broken strong

I will throw you a bone there.

You better cause dog bleed was super overpowered for the 1 day it lasted :grin:

I happened to carry some guys through my Havoc 40 that day and the dog bleed alone dealt 1 million of my 2.3 million damage.

(Screenshot is not mine)

1.21 Gigawatts! - GIF - Imgur

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The dog gives lots of utility. The dogless node gives a lot of power.

Removing some power away from the dog won’t be bad, because it becomes a choice between utility and power.

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When I use Perilous Combustion with melee weapons and do 10% of my damage with soulblaze, somewhere, some nerd:

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The problem with Arbitrator talent tree is that its like a visit to candy shop. You cannot make a step without stacking very good defence, control or damage improvements. Everywhere. We went from trees filled with dead nodes like +5% melee/ranged damage, -5% peril generation, +5% movement speed, +25% suppression to Arbitrator. Here toughness talents always give you +25 toughness, you print toughness regen and damage buffs just by breathing. Some of the talents combine effects of multiple talents from other classes in one point.

I really appreciate the build flexibility here, but not sure if this is the way to do it.

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this is a good point. it makes the building aspect of Arbites feel really tepid as the baseline is just ‘w-key win’ good. when you make changes you’re just adding decoration, and not really making a meaningful difference to your gameplay, as you can always be the same level of lazy

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I’m not okay to say that’s arbitrators are all totally OP when used with care I mean without dog, without ex mkIII the class feel not so bad you can still die in 3 sec and need some skill. The problem is the addition of talent tree dog op weapons finally with 3-4 tweak this is maybe a very well designed class. I still think it’s too agressive I want to have more toughness resistance and less toughness generation on kill so this class will be so much more less stressful

Doggo needs to give golden Toughness on Elite Kill fr

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Could also be “Enemies count as staggered when melee hits their weakspot for that hit”. That way only you get the bonus, and only for that single hit. Like how Smiter works in VT2.

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Good idea

And we can speak about arbites and all but to me the real actual problem is still Ogryn. Really want to filter the group finder. Light attack wiping the whole screen and finally when I have some fun to kill a blob of maulers and nades nades nades nades. Sorry … not interested anymore…and this is so fun because griefers, young people decided to use this class to rot the game the majority of people I got in my block list are Ogryn from the one who’s take absolutely all the ammo of the map even when miss only 1 ammo from the idiot who ask why we are so late when dying and is 24 rooms forward

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Yeah, I want build variety which translates into different gameplay styles. Stacking stats isn’t necessarily that.

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Arbites feel OP from Malice to damnation normal after they fall off the toughness regen isn’t the main problem anymore they dying a lots. They don’t work well without skill at high end difficulty. We speak about the average person players for sure . Everytime I queue for a true auric Mael I got almost old classies and this is a blast so much fun but I can’t say this is op. I don’t use dog and don’t use Arbites shock maul

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i had hoped the dog would do tactical utility things like carry an extra ammo/health pack and retrieve loot, maybe serve as a Nuncio Aquilla relay type of AoE suppression and light source, something that you could assign to guard a teammate… but then they just made it a Terminator with very little utility.

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You are so right was it thinking this is a support not another player and better than player….I was totally wrong. Ormally a pet class suxx with pathfinding with AI but this one is so perfect…can almost fly swimm and much more can do a 550 m jump killing the sniper and going back in 5 sec

The dog damages/kills elites, the dog immobilizes, the dog saves, … I feel like there’s another basic thing I missed … and it does them all automatically

I think we should at least have to choose a focus, where the dog does 1 thing well and isn’t as nearly as good at the others.

Or, yeah, nerf the Arbitrator part of a dog-focused build.

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I wonder why FS doesn’t bring more status effects. Movespeed reduction instead of stagger in some cases, or like where is poison dot, it was a thing in V2, should be even more prominent in DT and work different from bleed.

The thing is when you play a proper summoner/pet build in rpg/arpg your gameplay loop is about micromanaging - upkeep summon’s buffs, debuff enemies, there are some combos involved, and when your summon dies it’s gonna be tough for you.

In DT however your pet is effective without any micromanagement. Anything that supposed to be strong should be attention or/and input heavy.

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