Ogryn and Arbiter talent trees feels good, time for the others to feel good too

Ogryn and Arbiter talent trees now, at least to me, feels very good and have a lot of flex, without having to take that many ‘empty’ or filler nodes.

I think it would be good to have the other classes talent trees looked again, to update and/or rearrange it so that they are more flexible to accommodate a better spread of build variety.

4 Likes

Veterans certainly could use their trees trimmed a bit, to free 2-3 points from tax nodes and talents that, honestly, should be a part of another package (like, Infiltrate sub-talents that give you -90% agro for 10s or +30% damage for 5s - one of them just have to be the part of the main Ability, 4 subtalents for already kinda meme Ability is way too much), or those gross sub-talents of Executioner Stance, 2 of them are just QoL things with no real utility, seriously, don’t do that to Vet.

3 Likes

I think they are coming, should only be another year or two!

2 Likes

Psyker tree feels genuinely fine to me, not sure why people cope over that one.

Yeah Zealot and Vet need a restructure to allow significantly more variety.

That said Arbi and Ogryn trees also desperately need some significant number reductions, that simply cannot be the average power level going forward. FS will crash the majority of people’s hardware trying to create any kind of challenge for characters that broken.

11 Likes

I think Ogryn doesn’t need all that much to be brought to a more reasonable level:

  • Batter: 1 stack of bleed on light, 3 on heavy
  • No Hurting Friends: Fix it so it doesn’t work for every ally all the time, but should do what it says on the tin: only in coherency. This would also make Towering Presence more interesting.
  • Remove/rework confident strike
  • Reduce steady grip regen to 10%
  • Loyal protector: less regen on pulses.
  • CDR: Remove Go Again. Just like we need to remove/heavily reduce CDR for all classes.
  • Rumbler issue is the general AOE issue. It should have cleave, but a drop off just like melee attacks. Makes sense, because if a Crusher is taking a grenade blast, the enemy behind it shouldn’t feel it as much. Same for inferno staff and flamer.

Imagine a world where FS drops a small balance tweak patch every month or so instead of a large one once or twice a year. We could have changes like this and evaluate them. Is Ogryn now in the right place? Leave it be. Is something still overperforming? Address that.

But no. FS in their wisdom doesn’t do balance tweaks. They do big balance updates which just shifts the meta for a year and gets people way to comfortable with their crutches.

11 Likes

…are you just repeating Mr.E takes? Lol.

No, but he sounds like a smart guy.

2 Likes

I agree. Ogryn and Arbite seem fine. Fatshark needs to rework the others, specially Veteran and Zealot

1 Like

If by “fine” you mean “grossly OP”, then yes, correct. Though “reworking” others would also mean they’ll have to rise difficulty of the whole game again, to combat the powercreep - and thus it makes zero sense altogether, as at that point it’s effectively them reworking the whole game for no reason at all. The more reasonable solution is to nerf these two OP classes.

1 Like

No idea what you’re talking about.

Im talking about how nice the flow of the talent tree is. Ogryn and Arbiter’s talent trees doesn’t feel as restricted as the others.

Veteran’s skill tree for example will make you spend extra points if you want grenades on one side, and the aura from the other side. Not to mention the grey nodes that gives miniscule bonuses.

They should change zealot /vet trees layout to that of the others …

while simultaneously tune the insane powercreep and the broken op kark of any of the classes (Arbites and Ogryn are just the worst offenders) down a notch…

… a task Fatshark most likely is not capable of or if they are it will take them an insaaaane amount of time.

Also I fear they have given in to the instant gratification casual (console) people because moooooneeeey

1 Like

This one is too exreme due to exponential scalling of the DoT stacks. 1 Bleed on light attack might as well be 0, because it will barely make any diffirence. That being said, something needs to be done with club/cleaver light attack spam that stacks bleed and shreds tougher enemies. Maybe make bleed against Ogryns and Bosses to apply only on weakspots for full value, idk.

Agree with everything else.

  • fix britleness bug from shattering impact

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