# Short Straw Class Poll

**URL:** <https://forums.fatsharkgames.com/t/short-straw-class-poll/83373>\
**Category:** General Discussion\
**Created:** [October 5, 2023, 2:42am UTC](https://forums.fatsharkgames.com/t/short-straw-class-poll/83373 "2023-10-05T02:42:50Z")\
**Posts on this page:** 1\
**Showing post:** 105

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**Author:** ![Overlord](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/overlord/32/56580_2.png) [@Overlord](https://forums.fatsharkgames.com/u/Overlord)\
**Post date:** [October 5, 2023, 9:48pm UTC](https://forums.fatsharkgames.com/t/short-straw-class-poll/83373/105 "2023-10-05T21:48:59Z")

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Ah, thank you for clarifying. I disagree, slightly. My issue with the vet tree is that it just doesn’t feel flexible enough. Also, if you go for a pure commando or officer build it’s hard to feel relevant (even though you’re pretty impactful, if only the team actually needed you . . . Survivability though, this is my biggest issue with vet atm. This is in the realm of buffs/moving talent nodes.

Also, if anything I’d probably tune down the DMG on either the executioner tree (and other DPS carry trees for other characters too), or maybe just the guilty blessings if this is the case. Not sure where the problem is yet. But it’s pretty ridiculous that if I’m running helbore, XII or bolter that I can easily hit the 600-800k range, no sweat. I’ve seen others do more too. This is assuming there isn’t a psyker/ogryn/zealot DPS carry to hit up to 1mil in that run instead though no matter how sweaty I get trying to keep up. Mind you this isn’t in the overall DMG category, but the ranged one, or melee in zealot’s case. When you’re the only vet games can sometimes feel like you’re the only one playing a squad-based PVE game while everyone is is playing a SP FPS. Especially so if you have more than one squadmate with a DPS carry build.

I haven’t tested for it yet, but I like where crit stuff is at(power ceiling-wise). Crit builds feel viable now outside the handful of weapons that were before but only on Psyker and Zealot.

Here’s a few example posts where I’ve gone into detail with my issues for vet:

Survivability and UX:

> [@Veteran's talent tree feels bad man](https://forums.fatsharkgames.com/t/veterans-talent-tree-feels-bad-man/83251/47):
>
> I like commando vet too, I’ve been enjoying playing around with it since yesterday. Same for officer vet. Although I’ve settled on a CAxe and a Vraks7 for commando(it’s godlike now after the buff IMO, even without executioner’s). Although I agree that reccy las feels great on him too. Try out a bleed crit knife set up, also works very well and feels great. Still, commando feels very squishy though, its counterproductive imo, especially since the class encourages you to be very aggressive. Th…

Survivability:

> [@Game Too Easy](https://forums.fatsharkgames.com/t/game-too-easy/83237/79):
>
> Me too, it’s all I’ve been playing since yesterday, lol. My issue with it is that you’re not very survivable even if you’re maxing for it. Even with my tanky officer build you’re pretty much going down in melee if anything bigger than a rager catches you with a heavy strike even at full toughness with Iron will, Get Back in the Fight, and Close order drill. Ranged, same thing happens, more than two shooters catch you with a volley, even with the above talents active, you’re going down. The onl…

Flexibility:

> [@Veteran's talent tree feels bad man](https://forums.fatsharkgames.com/t/veterans-talent-tree-feels-bad-man/83251/17):
>
> Honestly, I don’t think the trees are as inflexible as folks think, and I don’t think it needs an outright rework. Conceptually, I’m probably one of the few weirdoes that really likes what they were going for with each of the trees. I do think some things should be shuffled around and/or buffed though: Executioner’s stance tree is the only viable section in terms of staying competitive DPS-wise. Key problem with it is that the survivability trade off is way too steep relative to other classe…

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