Having played quite a while since patch 13, I have a few thoughts I’d like to share, I’ll list them by classes.
- Some background info:
I do almost exclusively non-auric T5 solo quick play , and all 4 classes evenly.
My opinions on balance and difficulty are all based on non-auric T5.
About Veteran
Since it’s about to be reworked so I won’t get too deep into it, but I do think Vet’s toughness regen talents should be relocated on the talent tree.
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Ability “Duty and Honor”
It’s too powerful both in its coverage (15s/30s cd, 50% of the time) and the toughness (+100)
Veteran, Zealot and Ogryn can all get very high TDR, effectively making it a (not) short-time invulnerability.
Comparing to survival-related talents from other classes, I don’t think it’s intended to be this powerful. -
Vraks MK VII Headhunter (the semi-auto sniper rifle)
IMO the dmg on maniac is a bit low.
Good against stationary ones like gunners, but not against moving specials. In real game it takes about 3-4 body shots to kill a trapper, and too many to kill a flamer.
It’s also very bad against Dreg rager, eventually making it hard to rely on in a chaos situation.
About Psyker
I like smite after patch 14, though it still feels cheesy, so I started playing with gun psyker builds (dueling sword + Columnus Mk V)
- Ability “Scrier’s Gaze” & Keystone “Disrupt Destiny”
I put these two together because I think these 2 have very strong synergy, especially as a gun psyker.
But I really don’t like the concept of “Disrupt Destiny”.
As a 4-player co-op survival game, deciding what action/enemy to prioritize is basically name of the game. However this keystone requires you to go out of your way to kill some randomly tagged enemy, you either break the team formation to earn/keep your stack, or try to ignore the tag (which is also very distracting)
In real game, even with talent to extend duration to 30 seconds, you still have to actively hunt the tagged enemy to keep the buff on, even in Hi-Intensity games. And once you lost the buff, you’ll have to start from 0, it takes a long time and the process is very unreliable since you have to kill it yourself,
The real problem is imo gun psyker really don’t have other good keystone to choose.
I suggest a rework on “Disrupt Destiny”, either the mechanism or the duration.
P.S.: Although with 15 stacks of buff and Scrier’s Gaze on, it does feel like the most powerful build in terms of dmg out of all classes.
About Ogryn
I tried a lot of stuff on Ogryn and don’t really have too strong opinions, but personally I don’t get enough fun builds out of this class (maybe because I’m not into gunlugger)
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Keystone “Heavy Hitter”
imo it’s decent but not good enough vs “Feel No Pain”
I tried build a heavy-melee focused build, and found “Feel no Pain” still works much better in actual games.
The attack dmg buff feels inconsequential especially compares to a Thrust Blessing with longer charge time, and the Attack speed doesn’t seem that useful. While stacking TDR does make a lot of difference against scattered shooters and gunners, and “Pained Outburst” basically makes you immune to hounds. -
Ability “Point-Blank Barrage”
I tried gunlugger build and eventually felt the 10s / 80s ult is not as impactful as I expected.
Maybe the cooldown is too long? Just my opinion -
Blessing “Adhesive Charge”
I’m not sure it’s patch 13 or 14, but currently if the grenade stick on a bulwark’s shield, it triggers a block instead of a dmg+knockdown, since the behavior was different before, I assume this isn’t intended?
or if it is (which is weird), how about making it not stick to bulwark’s shield so I can still launch the grenade to a bulwark’s foot and knock him down the old way?
About Zealot
I only played assassin builds with little variations (throwing knife + shroud with different weapons)
I don’t really have much to say right now since I think assassin builds are in a good place, not as hands-off as some cheesy builds, but still very powerful in terms of dmg output and mobility.
Some unrelated rambling
I noticed 2 things after patch 13:
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Each game is getting shorter
Prior to Patch 13, an average T5 game takes about 30-35 mins, now it’s about 20-25 mins.
I think it’s a good thing, but I also hope for easier weekly contracts (like 4-6 missions instead of 8) -
A lot more new players
For example for every 2-3 games, I’ll have a teammate whose first reaction against a Bulwark is to dump a whole mag on his shield.
Not a bad thing, it’s just might take some time getting used to, for both new players and others.
Although for Fatshark, I guess they’ll have to be more careful with balancing stuff, since a lot of player might treat this as the norm, while people like me might consider a few things “cheesy” or “overpowered”
Something added:
11.2 - on blessing “Adhesive Charge”