Veteran current talent tree is well balanced.
Maybe I would reduce the cooldown to stealth a little.
However, other classes need nerfes. Zealot chorus of spiritual has a cooldown of 60 seconds, same as the stealth of vet… but this ability is really strong. It should stay strong like it is. But the cooldown should be increased a lot.
I pointed things that, obviously, are too strong with this patch…
An other example of something I love. Surgical strike is now powerful… you can get 100% critic bonus easily… great. However, it makes crucian roulette feels bad, really bad. So, or they buff crucian roulette, or they “nerf” surgical strike. I think that surgical strike should be nerfed, it should take more time to get to 100% bonus (so maybe 0.5 instead of 0.3… not sure, something to test, but obviously this is not balanced toward the other existing blessings).
While the ability is incredibly strong, I think the cooldown would be the worst part to tweak, simply because long cooldowns are boring as hell. I think the ability itself would’ve been a really good candidate for offering mutually exclusive choices in the buffs it provides. Right now, you get
stun immunity
invulnerability
toughness regen and temporary max toughness
an upgrade to stagger/suppress
an upgrade to grant either
lingering damage reduction, or
lingering bonus damage
That’s a lot of really strong bonuses, which could’ve had more branches to give you a more customized (but still useful) set of bonuses.
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:
their is no time when in the game you are able to mag dumb any boss aside form Slug. in the head due to how much they swing about. so showing it on the Meat grinder sure. showing it in the actually game. not really effective or going to happen.
Ammo increase reduced and 18 points deep in a single tree.
Instant reload removed
Unwavering focused removed
The majority of the ability modifiers and their preceding passives are abysmal compared to keystones. a quick comparison, vets have nothing even remotely comparable to Blazing Piety (that builds stacks off your teammates kills as well) + Righteous Warrior refreshes on crit hits, which is constantly.
joke “… when there are no enemies within 8m” nodes. granted all the classes have “junk” filler nodes, I’m of the opinion the vet has far more.
Fire Team - who thought a “whopping” 3% damage increase was reasonable?
tangential vent:
A “Commando” should have the ability to lock an area down or create a zone of exclusion. Stunstorm exceed every other blitz with respect to the first. Smoke Grenades (the ability I was most excited about) should have been implemented to perform the latter, but they don’t. as far as I’m concerned they’re broken and the heap of misinformation I’m reading/heard about them contributes to their confusion -
“you can lob them at your feet and shooters will ignore you.” if I can’t see you then you can’t see me! This doesn’t work.
“shooters will gravitate towards the smoke to engage in melee.” no they absolutely don’t. they immediately flee and yes, some may flee in your general direction.
“the cloud blocks line of sight for most enemies and reduces the sight range of enemies inside it .” (blitz description).
guess there’s a couple ways to interpret that but in my experience having thrown hundreds of them - they effect only the impact zone. if the shooter is between you and the smoke, they’ll ignore it and continue to shoot at you. the implementation feels lazy. if FS wants to keep the existing mechanics, the radius should be doubled.
If any of you have had great success with the smoke grenades, please chime in and tell me/us about your usage.
This is what I’ve been using today on my vet
edited to be more respectful and civil to people who aren’t here to defend themselves.
Agreed with everything you said. I was able to reconstruct my pre-patch build by purchasing everything with talent points. But I wasn’t able to get toughness on ult, and reload weapon on ult because those options are not available. It’s a bit of a travesty.
The veteran tree is also too long and cluttered with many boring stat nodes you have to pick just to get from A to B.
If Fatshark doesn’t want full auto spray to be the Veteran meta, fine. But at least add a proper headshot sharpshooter tree that turns the Heavy Infantry Las into a one-shot headshot machine that has no reliance on RNG or range. If I 180 quick scope headshot a Rager trying to get up my ass, it needs to die like one does across the map.
Here’s what it would look like:
Enemies that aren’t Ogryns, Maulers, Monsters or Mutants consistently die in one headshot outside of ult without exception. Yes, this includes Scab Ragers.
Mutants die in 2 headshots outside of ult, 1 inside.
Maulers, Bulwarks and Reapers take 4 headshots outside of Ult, 2 inside of ult.
Crushers take 8 headshots outside of ult, 5 headshots in ult.
Anything that isn’t a headshot tickles.
This would be the best ranged build but also the hardest one to run in the game. You know, how that kind of balance is supposed to work
That is not what I said. I said “Vet used to be godlike and now they might be on par with others, but the relative fall is what makes people think they’re trash if they’re just good ; and that we need more hindsight to see if that’s the case.”
Just did my first game with vet in literally months. It was a hi-int auric damnation game. I played with a Mk VId Recon Lasgun and an old power sword, weapons that I haven’t used or updated since forever. I just slapped together what I thought would be good on the talent tree and off I went. And I got very respectable performance out of the class. My lasgun was wiping the floor with everything up to and including crushers(!), and with very little ammo spent to boot. If I can get decent performance out of the class that I have by far the least playtime on, people with more experience should have no problem.
It may be true that certain playstyles on vet no longer work. This is true to some degree for other classes as well (my trauma psyker was completely gutted by the patch). But to say that the class is somehow in a bad spot is just delusional. With Close Order Drill and Iron Will you can still facetank boatloads of damage (now also melee damage, which Unwavering Focus never let you do). Hit Voice of Command when things get dicey. And that’s it. Enjoy.
Now it’s true that you can’t do all of this and also highlight enemies. And that’s about the extent of it. You now have to make a tradeoff between highlighting enemies or (very good) toughness protection. Which is entirely fair. It’s also true that there are several overpowered abilities in the game ATM to which the veteran - or anything else - should not be compared (I’m looking at you, Assail). So if you’re in game with one of the classes that have these, then yes, the veteran will feel like it’s “lagging behind”. But that’s not because it’s a weak class. It’s doing just fine, and now may in fact be one of the better balanced classes out there.
The ammo return calculation changes screws over plasma guns (and to a degree shotguns and revolvers) even more, since now you lose the extra ammo on the rounding, instead getting +1 ammo every 2 kills.
No. And before you claim that this somehow invalidates my post, I have over 1700 hours in Darktide at this point, and I know when I’m pulling my weight. Not saying I’m the best player, but I’m also not the worst.
But if you want to see a better player than me play veteran (with a scoreboard), here you go: