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

Yes bro, theyre finally carrying over some VT2 themes into DT.

Fool proofing rock is wild

Very cool, heavy hitter nodes makes so much more sense now

Lights win fights. Hoping for the day DT makes lights less effective with greater enemies.

Makes stagger/impact more viable, v nice

about time

Finally, a talent that can modify other talents/blitzes

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Yeah, that’s a tax node for sure.

Doing some builds in Gameslanterne, I’m realizing the left tree is the only one without CDR, meanwhile middle tree gets two and right tree gets one.

I’m not sure how it will go in practice, but when it comes to HH build are we really going to see much variation on this theme?

Probably grenade instead of rock, but I’m thinking if rock draw speed is fast it has some great utility.

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I’m probably just going to drop bruiser in favor of more talents at the top. I always picked it before because it was so OP, but now that it’s more in line via giving CD speed rather than straight CDR, it feels less mandatory especially on charge. I think it’s a good change that it’s less accessible and less powerful, this game needs the CDR problem addressed. Psyker and vet next, I hope.
I may still go for basically what you showed though, maybe I’m gonna miss it more than I think

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I think there will still be a decent amount of minor bits of variance based on what Ogryns value, which I think is the entire point of a tree structure and why I think this update is looking so good. The ‘core’ of Ogryn hasn’t been changed SUPER drastically (beyond light attacks finally being able to be used which is awesome) especially on the left side, but how one desires to build it beyond ‘batter + delight in destruction’ actually allows you to see a personality in there, where as before it was just ‘maybe a node or two difference but everything is exactly the same across all Ogryns’.

For a main example, this is how I am personally thinking of building it, or at least trying it out and seeing how it feels with the intention of maybe moving a few points around (I want to see Strongman’s uptime capabilities, but if it’s not to great probably swap it with Pumped up or Can’t Hit me…again! since ranged is mainly where the most damage comes from from my experience. I also do want to be able to focus more on light hits/stringing lights and heavy’s together as that’s already been my bread and butter and now is actually incentivized, so I didn’t take no stopping me and crunch since I didn’t feel I’d need them and instead thought ‘No Hurting Friends!’ would be pretty solid since I know for a face most players these days are quite bad and take a LOT of damage, and getting DR and more damage for myself for free for them not doing great just sounded good, on top of being able to still ‘get stuck in’. Depending on how that feels though, might swap it out for swap speed for an extra point to put into Crunch or even Slam for stamina upkeep so I can put Pumped Up on more cleanly, and if as stated Bruiser isn’t nearly as felt as it used to be then I can swap off those two nodes entirely and maybe grab dominate for the rending back on kill).

There’s a lot of variance depending on how everything feels, just all depends on what people value, which is great!

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Similar to what I’m thinking aswell, with a few alterations due to weapon choices. Can’t Hit Me…Again and Frenzied Blows are the main ones that are different.

No Hurting Friends! only says damage taken on the build editor and in the dev blog it says health damage taken, so might be something to watch.

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I will say I ‘threw it together’ quick from memory, so did forget Frenzied Blows/desiring that, so in the case of ‘No Hurting Friends!’ indeed being health damage I’m for sure swapping it out for that. But will have to see!

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So many descriptions are completely incorrect. that toughness replenishment is exclusively for coherency toughness regen.

Some of the toughness / health nodes are also built in now to Ogryn passively described earlier in post.

Steady Grip is also amazing on demand toughness if you’ve never tried shooting braced under fire or getting into cover to top off.

Lynchpin: 50% Toughness regen while in coherency is also exclusively for coherency regeneration.

Curio Toughness regen stat is also purely for reducing time before coherency regen begins.

My biggest WTF was

here I’ve been thinking I’ve been boosting everyone total damage by peppering enemies nope just melee…

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Yeah was really hoping that would be changed to apply to all ogryn damage but I can accept honesty, too.

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Ok looked closely to the rework.

Left part feels a lot better, at least that’s my opinion. I like that we are not forced to go with heavies. This change a lot of thing!
The right part,well…

That’s the remake of zealot’s talents?? Not a fan. I like, with the right part, a machine gun that never ends… Ok, surely a talent made for kickback / rumbler, I guess…
Lucky streak, here I say, GOOD! Heat of battle, I love.

Well, the middle.

One motion “tax” node return… Thank you… we can avoid it. Totally useless talents. Why are you always trying to put a talent about that in every classes? at least make them interesting, go to +50% or even +90% with a trigger interesting (on melee kill, on ranged kill, on damage taken etc.). +10 or +20% is nothing…
No hurting friends, I like. But… what? where are the improvements for feel no pain??? WHAAAT? WHEREEEE ARE THEY???
Can’t believe this keystone is TOTALLY forgotten. When I read the description I was happy. When I checked the rework talent tree on gameslantern, here I was really really REALLY disappointed on this point.

Ok, I know they won’t even read and consider anything we could say…

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Y’all keep calling swap speed a tax node but Pal’s swap speed is ass by default.

The weapons with a good speed are kickback, rumbler, krourk heavy stubber, and achlys TLS.

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I just say that +10% veteran or +20% for Ogryn is not enough to be a real advantage.
Perilous assault of psyker I don’t see what it is but may be linked to switching weapons. It is 50% and enhanced description says that it is not noticeable anyways…
But 10% on veteran is not noticeable at all. Ok Ogryn have slower weapons, but 20%… they could have put 33% at least.
But maybe I am wrong… I hope I am, cause if it is not noticeable, this won’t be adjusted. It will remain like that.

The whole middle end tree is almost a write off for me

I think the veteran swap is 25% noticeable on slow weapons such as bolter or plasma…worthless on psyker staves

I guess i just have a different mindset because I like one motion on veteran for bolter and pg and also not bothered by his very good toughness regen talents being taxed.

But more importantly, Bruiser is a very very good node and paying a weapon swap tax to get it or take two other very good talents to get to Bruiser from either direction… I just don’t see where these strong sentiments in this thread are coming from.

You know what, don’t mind me. 33% swap speed would be great

Middle tree has 65% toughness replenishment so it’s pretty potent, although it’s also full of pretty gimmicky talents that are also mutually locked in such a way it’s hard to actually get a good selection of them. I think it’s good for picking up taunt, fnp, aura then investing into left tree. Taunt with 65% toughness replenishment and the toughness gen will be very tanky.

I think the bottom part of the middle tree is badly designed though. 99% of people will do this for the blue nodes


because the other stuff just isn’t worthwhile because it comes taxed with a mediocre 20% swap talent or a weird talent that triggers when your allies take health damage for a small amount of strength. Like I have to pick one of those so I can pick a fun talent with 20% movespeed when using my ability, which is totally thematically and mechanically unrelated? Ehhh. I appreciate the tree is more open but should’ve kept up the idea there too

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I’ve been playing with build editor for hours and this is really the only part I have some criticism for.

Is it too late to ask for Lynchpin, Towering Presence, and Furious to be redesigned? Could always use more stamina management or movement/mobility themed nodes here.

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thanks… yes it is 25% and not +10%… see at +25% I don’t notice it…

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The swap speed could be really good with some stubbers I look forward to trying it out.

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Yah may help to quick swap and brace slower bracers for braced toughness regen / drs too. I know i use one double stubber sometimes just for its fast swap and brace may make others have similar function.

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Unless I’m mistaken weapon swap speed should help with the deployment time of the heavy stubbers, right?
If so it’s a good one in my book, assuming the effect’s noticeable.

looks like fruit hanging from the branches because they concentrated all the new stuff there

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