Speaking of bad takes, I think you’re entering warm take territory yourself here.
Psyker was previously really squishy and squeaky to play. You could feel the game being slow whenever there were 3 or more Psykers in a game.
Nah, 4 bombers, 4 flamers and same ammount of snipers + boxbursters don’t think so. Barrels probably too.
More like surge staff was op, and purgatus was overtuned a bit, and both them were extremely boring to play, one button gaming almost. Trauma psyker was fair balanced imo.
Rippergun ogryn was overtuned the most, but it was balanced with that fact 8/10 ogryn players are ogryns irl.
I don’t wanna completely derail this thread but I’ve been clutching games with Psyker since shortly after beta that Zealots would have struggled with. I agree they benefitted from playing slow before an insanely myriad of buffs they got (warp unleashed dear god). People also hugely underestimate those god stamina stats and what absolute nonsense you could get away with with kinetic deflector. Like you say they were squishy, but that matters a lot less when it’s much much easier than for most to just not take damage in the first place.
I guess I’m bitter because I really enjoyed the class when it was engaging to play but any semblance of peril management was basically removed from the game long before this patch along with them getting Illisi and a ridiculous suite of global power boosts that let them push old auto pistol as far as vet while still having an in built answer to crushers. I guess this response is aimed at you too @weeping.moon
Anyway I do need to play Psyker more this patch to properly assess where they’re at now but seeing some of the ridiculous mega buffs like what DS got (excuse me while I go 2-3 shot a crusher with this incredibly nimble rapier, without even mentioning the travesty that is void) already have me rolling my eyes basically into the back of my skull.
If you get hit by all that you’re dead whatever is on your curios frankly, and TBC I’m not saying health is necessarily worse, just both work depending on preference, and there are plenty of very good players at both ends of that spectrum.
Where u been?
Not at once, but it’s just a common thing there can be fire spam from enemies and having 0 toughness trying to jump out from the fire pit is almost a regular thing, or like when sound engine can’t handle audio cues from bursters waves. Or a trapper/mute + flamer combo, so in the end it’s always was the more you can take toughness-ignoring damage the longer you will be alive/can be saved.
I think i’ve seen less than 10 times full toughness players that was good. Like vets and ogryns with tones of toughness always were dead in first big enounters and ragequiting. And if not than it was after them being knocked/dead few times in a row during 5 minutes. But whatever.
The reward was not only lessened by not being able to build up to the next ult, in many circumstances extending Executioner’s Stance for as long as possible can be a bad idea because it can lead to a longer cooldown right before a critical engagement than had the player let it expire sooner. It’s exceptionally bad game design compared to what came before. If the previous version was considered too strong, the values can be tweaked. Changing how the stance fundamentally worked was a bad idea.
Fortunately it looks like this is a bug. Whether it’s genuinely a bug or Fatshark is acknowledging it as such to save face is up in the air, but the important thing is that it’s going to get changed.
You’re kind of all over the place on this one and I’m pretty sure it’s a non-sequitur.
For starters you’re over-inflating the fire and the ability to dodge or hop out of it, while at the same time ignoring the obvious like toughness regeneration toughness damage reduction, base amount per class etc. etc. Discussions go back to the game’s launch…
Your observations seem flawed, it’s not a cut-and-dry discussion as there were and are other factors that come into play, but your initial blanket re: HP vs. TUF curios statement is not supported by the facts .
bit odd with this pivot to melee for the vet, one of our two exclusive weapons doesn’t have some kind of meager toughness replenishment blessing available. seems most appropriate for the sapper shovel.

The reward was not only lessened by not being able to build up to the next ult, in many circumstances extending Executioner’s Stance for as long as possible can be a bad idea because it can lead to a longer cooldown right before a critical engagement than had the player let it expire sooner. It’s exceptionally bad game design compared to what came before. If the previous version was considered too strong, the values can be tweaked. Changing how the stance fundamentally worked was a bad idea.
Suggesting that being forced to go at most 25 seconds (much less if you’re killing specials in between) without your ultimate ability is a fundamental flaw in design seems like a very odd take to me. If you wanna just say you don’t like it ok I guess.
To me when your ultimate ability has significantly more uptime than downtime is a failure of design. That’s borderline a passive, not an ultimate ability. I can’t receive any cooldown while either stealth Ult is active, I’m pretty sure I can’t get any cooldown on chorus while it’s active, I can’t get any cooldown on Scrier’s while it’s active. Point blank is the exception right now, not exe stance, and unlike exe stance it doesn’t have the luxury of theoretically infinite extension.
I just don’t get why Exe stance is given such exception. It’s a strong active skill, on the shortest cooldown in the game, with the ability to extend that scales directly to the pressure you are under. At this point I can only assume people were way too spoiled by the previous version. Exe stance doesn’t need to cooldown while active, at least not so long as it’s also allowed to extend itself. Vet simply needs more cooldown options so you can spec for more cooldown if you want it, and can achieve cooldown through more varied conditions.

Suggesting that being forced to go at most 25 seconds (much less if you’re killing specials in between) without your ultimate ability is a fundamental flaw in design seems like a very odd take to me. If you wanna just say you don’t like it ok I guess.
I’m not sure how you’re not seeing it considering I explained the problem in detail. Whatever, I’ll do it again.
If an Ult can be extended but it doesn’t refresh the next use during this extension, it creates a situation where it can be superior to intentionally let the Ult expire to start regeneration of the next use. This could be argued to be strategic, but it is inarguably lowering the execution skill ceiling and disincentivizing higher skilled players from executing to their full potential.
The solution to this issue is to either allow the next use of the Ult to refresh (the old system), allow the refresh on kill to exceed the original timer of 5 seconds, or to remove Ult extension altogether.
The way it works currently is the worst from a gameplay design perspective. Straight up.
My solution was to bring back the old system but tweak the values. Highlighted kills refresh the timer back to 5 seconds like always, but only regen 0.5 seconds towards the use of the next Ult. If this value is a little too lenient, it could always be lowered to 0.33 or 0.25 seconds. It’s just a better system.

If an Ult can be extended but it doesn’t refresh the next use during this extension, it creates a situation where it can be superior to intentionally let the Ult expire to start regeneration of the next use. This could be argued to be strategic, but it is inarguably lowering the execution skill ceiling and disincentivizing higher skilled players from executing to their full potential.
I just kinda disagree that you’re so weak without your Ult that you intentionally don’t shoot a special while it’s active to have it back again a bit sooner. If you’re a high skill player you’re not popping it when you don’t need it and you’re probably not scared of having to shoot specials when it’s not active. A good Vet build still minces most things out of Exe stance.

My solution was to bring back the old system but tweak the values. Highlighted kills refresh the timer back to 5 seconds like always, but only regen 0.5 seconds towards the use of the next Ult. If this value is a little too lenient, it could always be lowered to 0.33 or 0.25 seconds. It’s just a better system.
That’s certainly more reasonable than what most have asked for, which is full cooldown while active. I assume I don’t need to explain further why I’d be hard against it being restored to being very easy to get 90%+ uptime on. I don’t disagree with that suggestion enough to argue further, as long as somewhat sensible uptime is maintained and that makes the ability feel better to you, then great

I just kinda disagree that you’re so weak without your Ult that you intentionally don’t shoot a special while it’s active to have it back again a bit sooner. If you’re a high skill player you’re not popping it when you don’t need it and you’re probably not scared of having to shoot specials when it’s not active. A good Vet build still minces most things out of Exe stance.
It’s generally not happening when there are specials up. It’s happening when there are some normal shooters left and you anticipate a new wave of specials in a relatively short time, but not necessarily 5-10 second time frame. It’s a real thing, and it’s really annoying at a high level using something like the MGXII which does rely on being in Executioner’s Stance to hit important break points.
I’m not the whole community. But yes deserved.

The shout revive talents, as in VT2, are never a good pick; an ounce of prevention and all that.
It forces you to save your ults when using it on a much lower CD when needed would be of a greater benefit.
Can’t say that Invisibility or +25% damage for 5 seconds helps a lot with Reacon Lasgun
And when you’re playing public matches your teammates do die a lot, especially when they try to revive mid-combat and keep on dying like “pick me up grenade”
And yeah, crit-save + ammo on kill do conserve a lot of ammo, even without an extra 25%, believe it or not.

And yeah, crit-save + ammo on kill do conserve a lot of ammo, even without an extra 25%, believe it or not.
I didn’t say it doesn’t help, I said it’s not “unlimited ammo” as some claim. On Aurics ammo goes fast, on normal it’s fine.
It goes further if you have that extra 25% OFC which is sadly buried deep in the tree. Going deep on that one of course locks you out of the middle one (or right).
Crit-ammo fortunately synergizes with
Returning and new players seem especially team ammo unaware since the update too, I’ve seem more greedy wasteful grabs in the last week than in the previous 2 months of play, and this is accounting for fat finger oopsies. Many repeat offenders, I even left a match where one dude just hoovered up all of it for his rumbler ( I wish they kept the rounding up ammo regen).
As it’s been said, the 25% ammo node should be way further up on the tree, or at least 3 big nodes up, maybe instead of Precision Strikes.

Crit-ammo fortunately synergizes with
If we’re talking about Reacon Lasgun (especially Torrent one), it’s ~10 shots that “go poof” in less than a second. So it would be better to pick a node with a +5% crit chance for all ~100 shots.
And I stated about “almost unlimited ammo” which is not the same, just like “almost dead” doesn’t mean dead.
Also, an extra +25% ammo doesn’t add an extra count into replenishment of 1%, neither for pick-ups (maybe a bug, maybe intended like that, but works the same since release)

over-inflating the fire
I’m not. Depending on what difficulty we are talking about. And it’s also about snipers and poxbursters.

fire and the ability to dodge or hop out of it
You dodge or hop out of flame nade and there is another one, you do it again, and there is a falmer, and then 2 bursters. It’s almost endless spawns on some maelstrom conditions, like waves of specials+waves of bursters, or waves of snipers. Add here situations when you need to do objectives, not just fighting and you can be captured with such attacks while being in some animations with cell/scaning/hacking.

ignoring the obvious like toughness regeneration toughness damage reduction
Ok. Toughness regeneration works in numbers in coherency (atleast was in previous patch), means the bigger your toughness pool, the longer it takes to regenerate, the longer your hp is exposed to damage.
Abilities for another hand works in %. So pool doesn’t matter for them.
As a resault it’s 2 wins for lower toughenss pool vs 1 win for bigger if we are talking about regeneration speed.
Since you take damage in this game only when your toughness isn’t at 100% (except overheads), it’s much more profitable to have basic toughness values (was previously) and high toughness speed regeneration + tone of hp to tank any source of damage while regenerating your toughness.
TDR doesn’t work against toughness-ignoring damage.
Rumours say that Vet doesn’t have the last iteration of the skill tree.
Hearsay though
Current tree is all over the place and lacking synergies, I don’t even know what to build. It all feels jank.
I play with good veteran mains.
Their damage has fallen off in line with mine after the update.
But that’s because Vet was bonkers before.
The builds they have been playing seem balanced enough imo.
Not sure if that’s the case with all the weapons though, but that’ll be another balance factor.

Abilities for another hand works in %. So pool doesn’t matter for them.
As a resault it’s 2 wins for lower toughenss pool vs 1 win for bigger if we are talking about regeneration speed.
Huh? How does % regen not benefit from a bigger pool? That makes no sense to me. Most of your toughness comes from confirmed kill, not coherency, and having 50% more toughness means 50% more regen from that talent. Enemies deal flat damage, so having a higher % toughness after hit then regenning a larger amount per second is clearly beneficial.

How does % regen not benefit from a bigger pool?
By no difference i mean that pool size doesn’t matter for %-wise regen cause it’s equal effective for smaller and bigger pool. The only thing matters is to regen your toughness fast so your HP will not be expoused for damage.

Most of your toughness comes from confirmed kill, not coherency
Most of your toughness comes form abilities with any class, but still it comes from coherency too. So it’s just more profitable in the end when you farm toughness fast as you can from both of these sources, like Lynchpin+Confident strike is the best example.
Enemies deal flat damage
Eh, like melee or range mobs? Let’s be honest they are not a treat. And if i remember correctly, some shooters like stalkers deal more toughness damage than hp.
Like you can survive with 0 toughness but 100% hp much longer, than with 100% toughness but 1 hp. Hp can tank more types of damage than toughness and while you have hp you can regenerate toughness back, doesn’t work in reverse (untill playing zealot)