Executioners Stance doesnt reload the weapon the way volley fire did. So, I also had my playstyle patched out.
Please make the “augmented” abilities include the substance of the original abilities for those who dont want to change.
Thank you.
Executioners Stance doesnt reload the weapon the way volley fire did. So, I also had my playstyle patched out.
Please make the “augmented” abilities include the substance of the original abilities for those who dont want to change.
Thank you.
I would also prefer to play with the pre-patch state. Right now my whole group is falling apart. Until the update we played 2-3 rounds every day. But since the uptade the vet is hardly fun. this pulls down the whole motivation of the group… We are about to quit until they patch the fun back into the Vet…
I find it strange that it wasnt included as one of the ability modifiers, if only to make the skill tree more symetrical lol.
Did someone at FS really think it would have been such an OP ability for 1 skill point that it was too much to add? I only ask because I genuinely cant think of any other reason it would’ve been omitted.
In my mind Executioners Stance (Volley Fire) is an ability for singling out specialists and elites when they pile in on the team already thigh deep in a horde, so its very frustrating getting jumped by a bunch of elites and specialists, popping it off, and then wasting 2-3 seconds of uptime shoving a fresh mag in because youd burned through most of it earlier clearing shooters from the galleries.
Fumbling around trying to jam a mag into a rifle I was swapped to but cant shoot by an ability thats still burning time in the background, usually while still in the middle of a melee and with specialists I was intending to deal with still coming in to make your day worse… Its not what I want my classes ‘ultimate’ ability to be doing to me.
Yeah, it’s a bit weird that this augment was given to the ogrin and not kept on the veteran.
I’d love to get this talent back, even if that now means that the talent tax for the vet goes up by one more…
Yeah I don’t understand either why they removed the general opportunity to play the characters like pre update… They just should implement all the already existing talents in any reasonable way into the new skill trees… So I can play my old Char if I want to go this way or try some new stuff from the newly added talents in the skill trees… Win / win imo… And especially the vet has so much of double nodes where the missing old talenta could be implemented instead… Very weird why FS gone the actual way… But Catfish already confirmed they this is still in a “testing” state… Hopefully they change things for good
It gets even more confusing when you realize that the new skilltrees were “sold” to us as: “one domain will contain the old/existing talents” and yet more was removed than kept in veterans case.
Yeah you are right… That confused me as well… I hope they will patch it this way at least or even better they also implement keystones for the vet (just as it should be)… Or both
For me the old ability I would want back is the standard warp charges, the reason is that Warp Chargers are now based on the old lv30 node Quicken.
Quicken:
Using Psykinetic’s Wrath removes all warp charges and reduces the cooldown by 12.5% for each Warp Charge removed. In addition, any time you would generate a Warp Charge, you now instead generate 2 Warp Charges.
with all warp charges now being based off this that means i have to use Quicken even though i never did before as i didnt like the changes it made and its benefit of 2 warp charges per kill was also removed.
I usually use my warp charges to buff my melee because I plan melee soccer and it sucks having to always go hunting every time I want to use my comment ability.
.
fixing this i would Swap parts of 2 nodes on the Psyker Talent Tree.
( Warp Siphon ) and ( Inner Tranquility )
Warp Siphon (Changed)
killing an elite or specialist enemy gains you a warp charge for 25s stacking 4 times.
your next combat ability spends all warp charges but reduces the cooldown of your next combat ability by 7.5% per warp charge
-6% peril generation reduction for each warp charge
Inner Tranquility Quicken (Changed)
-6% peril generation reduction for each warp charge
your next combat ability spends all warp charges but reduces the cooldown of your next combat ability by 7.5% per warp charge
+any time you would generate a Warp Charge, you now instead generate 2 Warp Charges.
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