Nightmares & Visions - Early Balance Look - Dev Blog Pt. 1

Yeah that caught my eye too and gave me flashbacks of Vet Tree v1, where it took 2 more version to v3 to be solidified.

My initial at-a-glance impression was this all seemed somewhat over-engineered/convoluted.

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It works out surprisingly well elsewhere (mostly, furious is still in a nonsensical place imo and some of the stuff on the tiers with auras and actives on them is odd)

I think to an extent this may be the natural consequence of a tree having too many talents and limiting each talent to only connect to 3 others maximum as a design choice, as a rule. There’s very few exceptions to this on the tree. I think that with this many talents to choose from, this becomes a pretty serious drawback of the connected-talent-tree system and should be considered more. The softlocking and pathing considerations do make sense sometimes, but other times they seemingly only happen because they didn’t make a non-standard layout for more choices per tier.

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Yeah it went from ‘ogryn has too few nodes’ to ‘he needs veteran level of nodes because he’s his own character’. Definitely needed more though. I like the lack of mention of any changes to stubbers despite removing most of their damage sources if you decide to.

Also if we’re making the ogryn quick draw throwing star rocks, can we at least give the old ready up time to the box?

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fnp disappears immediately even when blocking, its a waste.

maybe 10 patches ago, try playing ogryn sometime, it has a minimum cooldown for disappearing now and as such has something like 95% uptime at above 8 stacks. That’s without the push node which lets it be almost permanently at 10.
It’s always the people who dont know how the keystones work whining that they’re not worth picking.

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single scab shoots at you and its all gone, not worth the points.

Read buddy. You can only lose 1 within a certain timeframe. Weren’t you trying to lecture me earlier about not playing ogryn? Seems you don’t really know what you’re talking about

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/shrug

I can’t believe I have to say this, but locking COHERENCY RADIUS (Towering Presence) exclusively behind a ranged-specific node (Steady Grip) is a nerf to the Bodyguard archetype. You’re forcing us to spend an extra talent point on a perk we won’t even make use of to get the most out of our +15% Toughness Replenishment Aura.

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Yeah while I wouldn’t say steady grip is ranged exclusive, I can’t see the sense behind stuff like this either. It just feels randomly slapped together at some parts like that

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Probably for the best. There’s much, much better new defensive nodes further down if everything works correctly.

Edit: well i thought about it and now I think there’s critical nuance that needs to be said. But for now, having not very important coherency talents in timeout is fine but also… yeah I kinda get what the issue is.

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Oh–not to mention the NERF TO THE TOUGHNESS AURA??? What did the squishies Ogryn is meant to protect do to deserve this? If you’re going to nerf it, nerf it for ONLY the Ogryn.

And where have the health bonuses gone? You said you removed toughness nodes and added them to Ogryn’s base toughness. Why have you removed the health nodes and not added them to Ogryn’s base health? I build exclusively health-stacking on my Bodyguard archetype and have reached an absolute gigachad of a unit at 579 HP (with three +21%/+5% health curios). Without the +15% total from the tree, that will drop to 534.

It’s similar to Veteran’s skill tree, where you similarly can’t grab eg. Exploit Weakness and Onslaught without “doublespending”.

I don’t know how much I can say about actual design reasons, I think that’s for Fatshark themselves to explain if they feel like it. But I’m not surprised that the Ogryn tree follows the same general design philosophy as the others.

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Toughness Aura was massively, MASSIVELY buffed, because it’s +15% to all Toughness Replenishment sources and not just +25% to Coherency Regen. It is infinitely better now.

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I know, but being able to apply 5-76 (depending on BLO procs) Burn stacks in a 5m radius around the Elites you killed with your ranged shots as you empty your mag is very good and gives the weapon some actual AoE damage to clear trashmobs with at range that it never previously had.

So you’re telling me that the current description is completely incorrect?

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Yes, classic Fatshark.

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Yeah, if you read Feel no Pains buffs it also received this treatment. Both where basically useless in current game as they only increased the amount of toughness you regened out of combat with coherency toughness regen while allies where nearby.

Now both instead buff ALL TOUGHNESS you and your allies replenish (or rather Feel No Pain is personal but you get the idea), so seeing it nocked down a bit makes a lot of sense. Now instead of it turning up to 10 (not percent, 10 flat) toughness regen a second to 12.5, you’ll still get that boost of 11.5 flat regen (I think…honestly inconsequential if it doesn’t work that way) but now smash em gives 17.5% toughness on heavy instead of 15%, Pained outcry will give 57.5% toughness instead of 50%, etc etc.

So yeah, it’s a MASSIVE buff.

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wouldnt worry about it, never much used it and still be 1/2 place in coherency most of the time.

the crucial moments where you’d need em, punies leave you in a lurch anyways, not supporting your push or capitalising on your momentum.

i rather make myself an one ogryn toughness machine and pick them scrawnies back up when they made up their mind :grin:

Yeah I might actually use this now

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