Short Straw Class Poll

Shooting was vastly more effective for clearing pretty much anything (especially hordes of enemies), than the homing shards are now.

I mostly play psyker and ogryn (for melee) so I can sorta relate… on the other hand I can imagine a veteran saying ā€œassail psykers are constantly spamming homing missiles and taking out my ranged targetsā€. Meaning it’s probably easy for psykers to say that ammo consumption or the melee:ranged ratio is in a good state… since we don’t have to use ammo.

Personally I’ve never had a problem with the idea of a veteran wanting to shoot pretty much anything. Tbh it made more sense than powersword lawnmowing (sorry, too soon, rip).

That’s simply not true. Homing shards absolutely mince just about everything short of ogryns.

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I would completely understand that.
Exactly the same thing as if there were two anti ranged veterans before the update.
Or if there was a psyker who uses brainburst, and all teammates are morons and focus down your brainburst target every time, since they are apparently completely blind to everything that is not shiny and blue. Except assail psyker vs vet is nowhere near as bad, since vet damage is front loaded and bb is usually not.

In general, two people doing the same specialist job, can mean that there is not enough to do for both players doing the same specific thing.
And it almost always means that they will sometimes interfere with each other to a degree.

However, the veteran has a vastly shorter time to kill (and better kill range) than the assail psyker, on pretty much all specials and elites.
Assail is amazing at clearing groups of elite gunners though, which is nice. Psyker really needed something to deal with shooters and gunners.


Edit:
Might be a hot take, but i do not really think that Assail is OP.
It is crap against maulers, ogryn and bosses.
It has worse TTK than BB and a bunch of guns/staffs, against almost everything.
It has worse range than BB and some guns and also requires to hold los and keep aiming at the enemy for quite some time (unless the enemy is very close).

It is very fun to use though and does work great against groups of shooters with elite gunners mixed in.

You might be right from a balance perspective, but maybe there’s more tweaking to be done from an ideal gameplay perspective. If someone wants to by mostly/exclusively ranged, and a psyker can do that, I would would hope that a veteran could do that if they didn’t want to spec for melee… especially when their controversial melee weapon gets nerfed. IMO.

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… AGAIN…

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I strongly disagree…

Zealot works with something like 20 points.
Psyker something like 20.
Veteran 23
Ogryn 22

Everything is the same.
In term of opportunities for the remaining points, zealot is great, psyker is really bad.
Ogryn I have not yet tested intensively. But veteran, for sure, is not the worst.

Haven’t heavily explored Ogryn yet, but Veteran got my vote

  • Lack of keystones is disappointing. Opting not to go with weapon-specific keystones, fair enough, but they’re generally interesting and fun on the other classes so it’s a shame Vet doesn’t get anything comparable
  • The last section of the tree is really deep - aside from Warp Charges, no other final branch (incl fully upgraded keystone) costs as much to reach the end of than Veterans; if some of the 2-wide forks were made into 3-wide, it would help alleviate that. Filling the branch would have the same cost, but going straight down would be more in line with other classes.

My only gripe with the Psyker/Ogryn trees is the mutual exclusivity between aura/combat ability and combat ability/keystone respectively.

I feel like the Zealot is a winner in terms of layout; lot of choice up top but the descent is short, you never feel too far from the next big thing, and full traversal is possible

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Psyker. Purely due to the restrictive arrangement of their skill tree and mutual exclusivity of feats that once weren’t. The zealot and ogryn are probably the winners for basically the opposite reason (lots of talents that were once mutually exclusive now aren’t).

Vet still looks pretty decent if you ask me. I won’t cry for the loss of a blatantly overpowered feat that basically carried the class.

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show me a build that recreates a vet using unwavering focus.

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There is none… but several videos have shown how this feat was a serious problem in game…

I agree that it was a problem but it should have been significantly reduced as opposed to entirely removed. an additional node off Executioner that allows toughness damage reduction would be an easy solution.

what feats are now mutually exclusive? just a cursory glance, aren’t all the toughness replenishment feats now your first nodes - all of which can be selected?!

If you take the left-most (or right-most) Aura, you cannot take the Combat Ability on the opposite side of the tree. Same applies to Ogryn, with his Combat Ability and Aura

EDIT: For reference, I posted about it here

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This does worry me a bit. Not that there aren’t things in the tree that need adjustment, they do. But I worry they will overdo it. Another worry is that Psyker feels… strange to me, now. To me there is something off about the blitz choices and the keystones - and also something off in terms of forcing you into certain things if you pick certain auras.

Good old BB is completely pointless now, which feels really off. It was always bad DPS, but now the DPS is truly laughable compared to everything else in the game.

RIP the reload ult ;_;

I feel like that’s a case of Assail and Voidstrike (at least IMO) being overtuned right now.

If I’m not mistaken, Voidstrike has gone straight to the #1 spot for damage dealt in a single hit (along with having generous hitbox registration and now a good amount of cleave); the Helbores are probably the closest thing to a traditional video game sniper rifle (in terms of rewarding precise headshots) but I think the Voidstrike beats all variants; I’m glad it got some love in the patch but… it’s a bit of a monster now.

I think the combination of Assail’s maximum capacity, recharge timer and strong headshots, you can throw out a volley of 3 or 4 and eliminate 3 or 4 man-sized elites. I think a little tweaking to capacity/recharge would go a long way or extend the recharge slightly if you go down to 0 shards - it can still keep the fun factor of popping heads in quick succession, but require the player to be a little more deliberate in their usage.

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Surge also has pretty incredible DPS (with crit build), though obviously not a room-deleter like voidstrike is.

Trauma feels… a bit out of place now. Probably no reason to take it instead of Void.

I have yet to use Surge (too busy being a machine gunner with Scrier’s Gaze and Voidstrike :D); does it have the range to effectively compete with BB? And has the aiming improved?

I’d have thunk Scier’s would eff you over when using any staff? Then again Void can reduce peril on weakpoint… hmm…

It has decent range, and it feels easier to aim. Not sure if it really has elite priority, but it feels like it might have. It’s changed completely into a single target staff. It technically hits two, but the second one only gets a little bit of damage (but is stunned.) Cast time is also really quick.