New Veteran and Zealot Skill Trees

Dear Fatshark Devs
If there are any plans to revise the skill trees for these two classes, I strongly hope you consider removing Gold Toughness from the game and instead introduce abilities that encourage more diverse playstyles.

As many of you already know, this skill completely nullifies what should be fatal damage, and a large number of players have come to rely on it. The presence or absence of Chorus or VoC in a match creates a significant difficulty gap, which is unhealthy for the game’s balance. Especially in HiHavoc, Gold Toughness has become essential, leading to situations where players are kicked or pressured into using specific skills, resulting in a lack of playstyle diversity and causing friction among players.

Bosses, which should be major threats, are reduced to punching bags for a period due to severe staggering, and during Chorus activation, they simply raise their arms and walk around like puppets. This does nothing to help players improve their skills.
What’s even more problematic is that the existence of this skill renders the other two options irrelevant. For Zealot, even if Fury of the Faithful and Shroudfield are buffed and made appealing, and for Veteran, even if Executioner’s Stance and Infiltrate become strong alternatives, most players will still choose the skill that grants invincibility at the press of a button as long as Gold Toughness exists.

I won’t go into details about the nodes or how the skill is accessed.
What I want to emphasize is this: if you plan to rework the skill trees, Gold Toughness is only having a negative impact on the game and should be removed.

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Hello :slight_smile: While some of this may be correct.. The issue is balancing it in a way that does not make it too strong. Like I said in other posts, I think the current classes are a fine introduction to the potential play styles. Specialties should be added and unlockable at level 30. This will make it easier to define play styles and balance things

I did try to create my own post. You can find it here. Perhaps we can bridge our two posts given that we have similar interests or goals

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Thank you. I hadn’t read this post yet, so I’ll take a closer look at it later.:folded_hands:
That’s right, in that sense, while the Arbites doesn’t have Gold Toughness, it has a high base toughness value and plenty of ways to recover toughness. With the left skill tree, it also has significant damage reduction, allowing it to take on a frontline tank role.
Personally, I would prefer the game to be balanced more in this direction rather than relying on Gold Toughness.

That is ok! I am happy to post here. I will combine here

The Arbites does get a lot of damage reduction but it is only under specific conditions. For example, Lone Wolf makes it gain more damage reduction permantely while also recharging its blitz (same as Veteran on the recharge). However most people are determined to have the Dog because it is cute or whatever. Perhaps that play style will work. Only time will tell but.. I am thinking the dog is not the play style for the Arbites

I think what would of been better for Arbites is defining the dog’s role. Lone Wolf should of done something like change the dog from a combat role to a retrieval role (finds ammo or other things for the team). One of many examples I can think of

As for the other classes.. It will be difficult to find a way to create those specialties in a way that makes them unique and makes them different from the other classes. As it stands, there is some overlap between Zealot and Veteran in terms of team support. One has a passive for med kits and ammo crates while the other is Aura based

I don’t quite agree gold toughness needs to be entirely removed. The way I see it there are two different problems that are basically working together to multiply the effectiveness of these skills several fold.

Issue 1: Gold toughness is mechanically stronger than it probably should be. Letting you avoid otherwise guaranteed health damage from bursters and snipers plus the extra leeway it gives against everything else. That shouldn’t necessarily be a problem if it weren’t for problem 2.

Issue 2. The current state of CDR gives access to incredible uptime on golden toughness, way beyond what is reasonable for its power level.

The problem overall could be solved well enough with a reasonably severe CDR nerf, possibly with a cooldown time increase for both offending skills. I don’t think golden toughness being so strong is inherently problematic if it is sufficiently limited.

Of course they’re unlikely to nerf CDR to that extent, so it would probably be wise to weaken the core mechanics somewhat. Not sure what exactly would be the best way to go about that.

But yeah I think the core concept of golden toughness is basically fine.

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Even if Gold Toughness were completely removed from the game, the issue with CDR would still remain, so adjusting CDR is definitely necessary.

That said, your suggestion is certainly a valid option and I think it comes down to personal preference, but personally, I’m not a fan of the invincibility mechanic tied to Gold Toughness. I prefer a game system where you are punished if you fail to properly dodge threats like snipers, bursters, or a crusher’s charge attack.

If the invincibility mechanic is removed, I wouldn’t be opposed to keeping Gold Toughness in the game, as long as it comes alongside adjustments to CDR.

Perhaps this is something that could be solved through my Specialist idea. Perhaps make it have a unique mechanic to trigger? A long time ago, in one of the MMO’s I played, they had something similar to Gold Toughness but MUCH Stronger. However it was only possible by a Cleric that was actively whacking an enemy. The more it whacked, the more it built up a “charge” to use said Gold Toughness equivalent

If not, then perhaps CDR adjustment

I think that gold toughness should work like toughness.
So melee hit would damage you, but a LOT less than without gold toughness

About CDR, IoD is too strong. you should be able to have such CDR with 2 CDR nodes, not just with only one.
I say it again, Martyr’s purpose has to be changed to a permanent CDR bonus scaling with health lost (would think to 50% CDR at max).

All CDR based on elite/*special kills are a problem in Auric (old Auric at least).

I suppose basing it on health can work. I said whack not kill. All the Cleric had to do to trigger those charges in that MMO was actively do damage. It wasn’t difficult to do but it took time to get those charges

Thinking about it.. You could make it a Blitz thing.. The Holy Relic burns through its charges and has to be replenished by Grenade boxes. That could be another idea to help people think of something