Efficiency in this context is just when you pick the choices that best allow you to play how you want. The whole “lol, let the min-maxers cope and seethe” is not the dunk you guys think it is. . .
Problem here isn’t the skill ceiling, IMO the skill ceiling for most classes, including vet, are mostly fine. It is also worth noting that the changes you’re arguing against do nothing to the skill ceiling, but they do alter the skill floor, ie, they make the class easier to get into, and do well with. That’s what simplification does. Skill ceiling is the limit of what you can do with the class through skill expression, that is pure mechanical skill, and knowledge of the game. All classes are currently pretty accommodating to most skill expression atm. Problem is the skill floor for vet relative to other classes. I go back and forth on this one, but I feel that some of the concerns on this are valid, at least based on my own experiences, and where other people’s seem to be coming from, for whatever these are worth.
Playing around with both my vet and zealot, it’s pretty easy to be competitive performance-wise, and feel like I’m contributing to my team with zealot.
Meanwhile, playing any of my vet builds, I feel like I gotta get extra sweaty to get anything done. I can easily hit 500-800 if I match with mediocre or bad players as vet (even in a good run where no one needs to carry or clutch), but the moment I match with any other class on my level of skill (or any psyker running a meta DPS set up with god rolls) or above the game basically turns into spectator mode for me as vet. Bores me, and makes me feel redundant, meanwhile as a zealot I can easily keep up and feel like I’m contributing in those situations (a little less so with competent psykers though).
So breaking it down, a lot of different factors from the class’ talent tree layout, point economy, weapon balance, and the same for other classes all conspire to basically make it disproportionally harder for vets to perform as well as the other classes even though on paper they’re technically fine.
I.E. it’s harder to meaningfully perform relative to others running other classes when we equalize for skill.
It all makes playing vet feel like ass, therefore it makes the UX bad and leads people to believe the class was nerf hammered. Tbh I’m not sure what could be done to address this. Addressing the tree layout, and point tax issues would probably alleviate some the issue, but I’m not sure it’s going to be enough. I feel like there’s a more fundamental issue here, if I were to hazard a guess it’s that all classes don’t really depend on eachother to do well, and there’s little to no synergy between them all. Playing vet often feels like you’re dependent on other classes to perform well, but they don’t need you to do so. Problem is that if they tackle this they just risk turning the game into a PvE MOBA or Overwatch, where team composition can make or break runs, and that just destroys the current matchmaking paradigm.