i must say I’m quite happy with the current changes to the tree
perk needing only 19 perk points to reach the bottom while going straight down falls in line with all the other characters, and having more paths through he lower trees lets players avoid perks that they don’t need for their build.
for example, my las crit build before hand when taking the optimal route when from, being 2 perk points short of getting to where i wanted to go
to now having +2 perks to spare
this feels very good because i now have, the things i was trying to get to, while being able to make small adjustments on top
i can now choose to “take a different grenade” buff my ability, choose other small survivability perks, whatever i have all the stuff i need to make the las guns as good as possible, while being able to adjust the tree to compensate for any short comings the build may have
i even have enough points to take a different ultimate ability if i desire, their is allot more flexibility to be had and I’m not giving up things that could be helping my build to begin with
this is just one example of a build that used to be super hard to pull of, now being a little more viable in higher tier gameplay
Old Tree 30 perk points used (can’t get everything lots of useless perks that don’t synergize with build)
depending on which final tree you take some character may take 19 or 20
but the point is, all the character in the game now take, around 19-20 perk points to reach the bottom of the tree
this is how it should be IMO and the veteran needing 22 points to reach the bottom, was one half of the issue with the veterans old tree
Ah, fair enough. I tend to use the keystone itself as the stopping since not all keystones are equal in terms of how many points you need to invest to reach the bottom, and it can vary within the class
yes, i do the same as well sometimes, the keystone is the big skill and the sub perks are like small modifiers to the big skill, half the time the small modifiers wont work or they are simply too weak to care about, but sometimes, certain niche builds that are trying to achieve “a very specific thing” will pick up the modifiers because they help out allot
take zealots left keystone for example, if you want to max out crit, the keystone itself gives you 15% crit
but if you want another 10% crit, you need to spend 2 more perk points to get an extra 10% crit, it’s kind of, not really worth it at all sometimes, the perk that stacks up your keystone stacks faster doesn’t even really help that much
This is something I’m not super keen on (to an extent); it’s not specifically related to the Veteran, but I think the talent tree should keep the nice things spread sufficiently well that you have to make a choice - which do you want more, A or B?
Talent tax (hate that term), filler nodes, whatever you choose to call it, asking the player to make that decision, so you can make the talent tree your own. If you can avoid all the “worst” nodes and only take the “best” nodes, I feel like that’d be a failure of the talent tree. I can’t speak to the Veteran right now (pre-patch, it was definitely not fair in that you had to sacrifice far more than you stood to gain) but I think the other classes are in a decent state in this regard.
It did make life better for vet but they m
Keystone on the left and right is still asking to much points tor duh keystone talents. Cause who needs stamina on weapon swap
It fixed a problem but still ur ulti and keystone requires a lot of points to be on par what their used to be(ex stance). Let’s not ignore vet is the only class which got their grenades and ammo taken and put as a talent. Those should just be included baseline.
There are still horrendous talents like 20% chance to prog 2 grenades.
The aura’s are still laughable compared to scav. Smoke and bleed is still meh.
I think I saved 3 perk points overall, cant complain about that but I do kind of wish theyd reduced the horizontal cost for moving across the tree instead since thats where I feel punished for trying to be flexible with the tree.
If I noticed correctly the nodes saved were toughness related ones that used to be mandatory getting to keystones, so the savings came at the cost of more squishyness, and I was already fragile before lol
weapon swapping is very fast, you can swap to melee and then back to lasgun almost instantly
can’t do the same start with helbore lasguns because the helbore has a long swap animation, but allot of the other lasguns have a super fast swap animation (for helbore you want to use the middle tree for stamina regen) hellebore also uses less stamina since you shoot slower so its easier to keep the perk active
tbf if youre using the weapon specialist keystone youre already going to be maxing out your ranged crit chance most of the time, so taking deadshot with it feels kind of redundant,
when you get a kill with your melee weapon, the crit chance is only applied to “your next shot”
this is good for single shot weapons, hellebore, plasma etc
but for a rapid fire weapon, it is a useless amount of crit since it disappears instantly, unless I’m missing something?
the idea here is that you can use your range weapon for hoard clearing, or general use since you have so much base crit chance, you basically consume no ammo most of the time
then taking a good single hit weapon designed to take out crushers and what not, or just use krak grenades + the grenade replenishment perk etc etc
i still need to figure out what melee weapon I’m going to be running with this build, it is still very much a WIP build concept
yes! I’m uploading a funny video to YouTube to show it off as an example of how it works in game
it is still pretty hard to keep your stamina toped up even with this setup that is designed to max out crit and stamina
headshot is a very stamina hungry perk, and it only gets worse when you have faster firing weapons, which is little annoying since, you need a faster firing weapon for hoard clear, so striking the correct balance between hoard clear, and ammo consumption is a tough one
I’m currently using the MK iV infantry lasgun but I’m planning on trying out the MK II Recon lasgun as well,
based on my testing these weapons are the most ammo efficient out of their respected families, i feel like the MK II will do a better job at hoard clearing tho compared to the MK IV
i don’t have maxed out stamina curious yet and the 20% stamina after switching weapons, technically scales with the more stamina you have since 20% of 100 is 20 but 20% of 200 is 40, the more stamina you have, the more you get back when you activate the perk
as far as I’m aware this is the only decent way to compensate for how bad dead shot is, in regards to consuming your stamina, in any kind of semi consistent way
don’t get me wrong, i don’t think the build is great in it’s current state and i need to do allot more in game testing with different weapons to see if i can make it viable and reliable enough to work in tier 5 missions, i know running a mix of melee for hoard clear and ranged for big enemies is kind of the gold standard when it comes to this game, but my goal here is to find new ways of playing if possible
correct, their should still be a balance, but with the old tree look at how many melee based perks, and perks i am willing to give up, just to get to the keystone that i want to make the build fun and viable to play, I’m taking 14 trash perks that i would happily give up, to be fair some of these do still work, like toughness survivability stuff, but at the end of the day, i as a player should be making more of the decision “do i build in survivability, do i play as a glass cannon, do i want to be as ammo efficient as possible, do i want to focus on melee or range etc” with the old tree you didn’t have that option, and 9 times out of 10 your just forced to play a weird hybrid miss mash of perks regardless of what fun build you want to try out
with the new tree I’m taking about 11 perks that i don’t care about that fit into a similar situation, which is fine i really done mind sometimes needing to go through a perk that doesn’t work for what I’m doing, to get to where i want to go it’s just about finding a good balance between, not letting the player take all the OP perks and and letting the player make new and interesting builds viable to play
Still have to make some tradeoffs but it doesn’t feel as oppressive as before. Definitely an improvement. Still got a couple of builds where I feel like I’m down 1 or 2 points, but these are in the minority now, and I’m able to run keystones in most of the builds I want them in without giving up too much.
would you mind sharing them? i would love to see what’s preventing you from getting to all the perks you want i might have some suggestions to get the perks you want as well, if i can see a way to do it without messing with the setup too much
I’m a fan of this change. There’s still a few talent taxes here and there, but generally speaking this is a massive improvement over the previous iteration of the tree.
Deadshot is not a game changer and honestly most weapons u would play with the right keystone don’t need more crit chance cause it’s either implemented in their blessings or just don’t have good crit dmg changes.
deadshot reduces your ammo consumption by 25% while active by synergizing with shock trooper
5% base crit from veteran base stats
probably a 5% crit chance from base weapon stat (all weapons have their own base crit chance normally ranging between 5 and 15%
5% from weapon perk
an amount of crit change from weapon blessing, depending on weakspot hits etc etc
5% from small node in tree
10% crit from first 10% of magazine
5% stacking when you dodge
all this adds up to reduce the amount of ammo you use
I am curious as of why it saves u bullets. You use it with laspistol talent?
Either way u can pick better talents than to spend it on the stamina sub keystone on the right.
My guns on the right are plasma revolver kantrael perhaps gotta try the new laspistol.
Also hellbore has blessings built in for crit. So it’s overkill personally I think that to pick Deadshot and the weapon swap keystones stamina stuff to get theoretically more stamina.
While in practice you don’t have time to shoot more than 3 x before going back in melee and ur stamina regen.
This could depend on ur playstyle but right tree is really melee orintied for quick swap weapons to take out disablers/specials.