Presumably they looked at gameplay data and saw Lone Wolf Arbites underperforming.
You are underestimating how strong the dog is.
Presumably they looked at gameplay data and saw Lone Wolf Arbites underperforming.
You are underestimating how strong the dog is.

get em all in one swoop while you’re at it ![]()
if i’d never have to endure one script kiddy ever again it would still be too soon ![]()
Worst scenarii for the zealot…
They have even made until death more central in the zealot…
Disappointed…
actually they need inerfno it bc us westerns actually play darktide on easymode. if the sever is set to EU or the americas the game intetionally just spawns less and they can’t catch up so we’re actually bullying them for wanting to nerf inferno (true story)

awful change, they’ll be less dangerous than shotgunners now
Yeah weird change. I could already tank a Sniper shot on full toughness on some of my Vet and Ogryn builds even without golden toughness.
The Nuncio Aquila buff is awesome. Lone Wolf did NOT need buffed.
many players carried from it, not guided
then why even creating it in the first place ![]()
Is vet going to get some extra base toughness to compensate for the removal of those nodes? That’s a 65 toughness flat toughness loss in total (there are two 25 toughness nodes), this would be a HUGE hit to the survivability of a class that already is not the tankiest… ![]()
This effect would do wonders to Ogryn’s “Unbreakable” talent, specifically the +20% damage (the all-block effect can remain on perfect blocks)
What about rumbler?
Zealot will still be the only class without any sustained brittle / rending option, please fix!
I take it that a heavy sword is ideal—is that right?
I think there is a 25 toughness stat node still, under the auras, along with +melee dmg and +10% TDR.
Oh, that’s good!
Only a 40 toughness loss, then! Still quite a hit, that I hope is compensated for, but that’s good to know, thanks!
Some of the removed stat nodes were made baseline or combined with other talents; the blog post specifies which.
If it wasn’t specifically mentioned, then it’s fully gone.
Our aim is that the removal of these minor stat nodes will free up talent points that you can spend on more impactful talents and navigate the tree more efficiently, resulting in an overall buff.
Specifically speaking of the Veteran, though, getting +25% ranged damage as a baseline passive is going to be extremely impactful.
i know i was there before patch 13
and not a good reason to keep it for whole years, but it’s good they reworked it just now
Could what this change does actually be explained? Currently the first stagger tick starts at 4m and grows to 10.5m at 1m/s. So does this change just sets the stagger radius to 8m with no growth?
Thanks so much for the answer! ^^ As a long time melee vet enjoyer, those changes still feel like nerfs for my type of gameplay, and feel like they’re kind of reducing vet to a ranged class, and discouraging other playstyles, to be honest.
Still, I think that removing stat nodes is always a great idea in general, I’m glad to see the talent trees become more and more interesting ^^