I thnk this poll should include a “they are all fine” option. Vet might have received less love than the others but he is still strong. The other will probably get some nerf in two weeks with a buff on ennemy survivability
Can you please pass this along to the powers that be? Particulars might vary, but a consensus is already starting to be made apparent, broadly speaking.
Pretty much a “one-trick pony” build.
Psyker for me, but I am biased since psyker is my main.
Where Psyker falls short, in my opinion, is the skilltrees arrangement and the Blitz abilities.
I was looking forward to finally getting rid of Brain Burst because I always hated how it worked, looked, and felt, but now more than ever I need to choose Brain Burst to do something other than shoot bad guys with my Revolver.
Gaze is great and makes my revolver better than it was before. I was just hoping that maybe one of the other two Blitz abilities could be a ranged stun that would work as a grenade for the other classes.
The clear winner of the update so far is definitely the Ogryn, who not only received fantastic Blitz and ultimate abilities, but their entire tree is great designed with the ability to play from a spray-n’pray build to melee. Three different fun grenades to use.
Psykers feel like the class that Fatshark is unsure how to design in a fun way.
Maybe Muerta from Dota 2 could have been a inspiration for a gunpsyker?
That’s pointless and dumb when a bunch of weapons are changed radically by blessings. A build is weapon + class, not just one or the other. This gun is generally very strong at the moment and Psyker can do well with it too, but it’s undeniable Vet tree pushes it by far the furthest with a lot more ammo sustain than Psyker or Zealot can give it to boot.
Also don’t care about turning this into a dong measuring contest with back and forth boss kill videos. I explained further up in this thread that my point with those clips was not to say which class I think is currently best, but to show some stuff people might not have discovered in the patch yet to encourage a little more time and experimentation before shouting about what is good and bad.
Personally I want to play and chat builds a heap more before trying to make categorical “X is good” or “Y is bad” statements.
I’m sure they have internal data about this, But I wouldn’t considere day one and two feedback on this forum to be the absolute truth anyway. Also the dev probably already know that they nerfed the previous sharpshooter compared to the other previous class. This feel like the intent.
I would bet the difficulty will be raised soon with some nerf going with them (voidstaff adn assail mainly).
Vet isn’t bad, he is just slower at mowing thing down than the other, so with more durability for the ennemi he might naturaly be brougth back in line.
@gab.rognon
I hope you’re wrong (no offense or anything), buuut I also find your points hard to argue with ![]()
Can only speak for myself, but I’d be satisfied with just some further refinements made here and there to make the disparity a little bit less obvious, if that makes any sense.
Those are cool videos you provided, but in actual gameplay the HH’s ability varies wildly - it’s entirely dependent on landing headshots (I get it, it’s called “headhunter” for a reason) and building your perks & blessings around it. removal of unwavering focus (should have been nerfed, not removed) + hit reg issues + moving targets = an incredibly high skill level to pull off those numbers in actual gameplay. personally, I’d still prefer to go revolver if I’m going the headshot route - if I hit center mass, i’m still doing a truck of damage.
on the other hand: a BAG w/ stripped down is a lot of fun if you’re playing a close range / melee vet.
Hell yeah it is. I’ve been running it a bunch on both Zealot and my weird Mercenary Kruber homage Vet (VoC, bleed grenades with made regen and mostly melee talents) and loving it.
Also, upon consideration I’ve picked Psyker for the poll, because right now they are the most likely by far to be hit with a mega nerf hammer in the near future while Vet at this rate will likely get at least light bumps upwards. If their kit had been kept a little more closely in line they might have gotten away with it.
on the vet, it’s pretty nuts to run the BAG w/ stripped down with vanguard, duck & dive, and skirmisher. it offers a unique play especially with agile engagement, desperado and trench fighter. tear ass in a patch of heretics blazing then mop up with your melee weapon. if things go south - hit infiltrate.
having said that - I still believe there’s a lot of issues with the vet, the primary being the removal of unwavering focus was a colossal mistake by FS; it should have been nerfed to 50%
Oh, they knew full well what they were doing. They didn’t call it the “sharpshooter” lane for nothing.
I hope they realise the mistake they’ve made by pigeonholing ranged play so severely.
I made a cursed vet build forgoing ammo regen so I can pick both 0.25s stamina regen delay nodes while going all in on my own selfishness. You can actually get a ton of melee power ignoring the idea of using vet’s lousy ability modifers at the end. Las pistol is great for this with all the crits and now rending…
Sounds great, 1 stam regen delay node doesn’t feel like quite enough. Could you share the build?
just rip straight down the middle of the tree however you want, with the shout ult. then you have enough talent points to grab always prepared and trench fighter drill, with 2 leftover points. you could even use those points to grab ammo regen if you wanted, I’m just using tactical awareness + ogryn/monster damage to be selfish.
exhilarating takedown, precision strikes, determined, always prepared, duck and dive, onslaught, desperado and trench fighter are all amazing buffs. you get those with both 0.25s stamina nodes.
Oh I’m sure they will, but what concerns me is whether they do so in time for it to matter.
Without reading any of the other comments, my vote was veteran.
The way the skilltrees were advertised was that you can make the old builds by going down one path which would take 20-ish points and then have another 10 points to chose from to get extra stuff which is why the HP values were being adjusted to allow this increased level of power.
This is true for everyone except veteran and by quite the margin too.
Ogrin would be fine with 25 to 28 points, his stuff is actually crazy.
Psyker would be fine with 30 to 32 points.
Zealot is fine with 30 points but damn would I want to have 35 points for all my builds.
Veteran feels like he needs all 30 points to not even make his old builds and if you want something that compares to the other classes you’d need anywhere from 35 to 40 points.
We’ll see I guess.
I’ll admit that what they’ve done to the vet is colouring my views on things pretty heavily, but even outside of the vet changes, I’m not really feeling it at the moment. The general availability of ranged play has been nerfed too hard on every class but psyker, and melee play feels off. Melee hitboxes feel like they’ve been messed with and I’m whiffing swings I would’ve landed before the patch, stagger and hit mass changes make a ton of weapons feel weak (even if they’re not), and while I like the fact that enemies now don’t all come from the same door during a horde, they’ve gone too far the other way and now they seem to randomly come from everywhere at the same time. You clear an area, turn to another fight, then something swings at you from the place you cleared less than 2 seconds ago. Lag is all over the place. Enemies are constantly getting inside my model so I can’t see or hit them. Player-strength/Difficulty balance is completely borked.
There’s a ton of things that need tuning and/or outright fixing. The game just isn’t much fun for me right now. I’m probably going to take a break and monitor patch notes for a while.
uptop I grab vanguard, then go left for the frag grenades and to grab get back in the fight (personally think this is an S tier node) and volley adept. then i go far right and straight down (opting for close and kill over survivalist), only diverging to grab tactical awareness, to close quarters killzone. along the way I grab duck & dive, agile engagement, onslaught, then everything else. for infiltrate, I only take low profile and overwatch (close quarters killzone is a 10s duration vs surprise attacks 5).
i’m still messing around w/ it. I’ll play a match or two then switch a few nodes up. it’s a selfish build - there’s nothing that’s supportive other than the aura.
alternately, you could take krak or smoke, down to infiltrate, then branch off and grab both rending strikes and trench fighter drill - lot more survivability that way.
I have only played psyker and melee focused ogryn since the update, so i can not comment on the current ammo economy as an active gun user.
That said, the way the game plays now, feels much better to me. One of the reasons is, that people do not spam their guns at everything.
Before the update, i saw many zealots, veterans and ogryn who just dumped ammo on absolutely everthing. That was pretty boring and it was quite annoying to have such teammates, especially as a melee class, or as a BB using psyker (why did the teammates always shoot the BB target first?).
This no longer happens, which makes me happy.
I have only seen 1 gun lugger ogryn across maybe 30 matches or so, and that guy did not spam his ridiculously massive gun at hordes or some ambient trash.
None of the zealots and veterans that i have seen since the update, spammed their guns at hordes or ambient trash either. They also never ran out of ammo.
My feelings on this can be summed up as “V2 does melee better. If I wanted to primarily play melee, I’d be on V2.”.
It’s absolutely a personal preference thing, I won’t try to pretend it isn’t, but the bottom line is that to me, DT gunplay is vastly more satisfying than DT melee play, and the limits they’ve put on my ability to do what I enjoy are too much.
I’m sure someone will say “that’s how it felt for melee players before”, and I won’t argue with that, but that doesn’t change how I feel about things now.
It’s especially grating because we’ve got psykers everywhere clearing rooms by blind-spamming infinite homing shards in the general direction of enemies. Why is that ok, but shooting things isn’t?