Simple Fixes to make Vet Ranged Play More Viable

  1. Survivalist and Fire Team (left and center auras) swap places, and Fire Team becomes a larger weakspot damage buff rather than an anemic ranged buff.

  2. Any talents relying on a lack of enemies within a certain distance are nerfed somewhat in effect but in exchange are always-on, OR otherwise reworked to actually do something with Auric enemy density.

  3. Executioner’s Stance no longer auto-ends upon pulling out melee, allowing you to handle the random poxwalker that teleported behind you without wasting your ult. It also gives some measure of toughness damage reduction/replenishment, and has at least one of the nodes consolidated into it.

  4. Marksman’s Focus just decays normally and doesn’t vanish on walking.

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I’ll just link this because it’s relevant:

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Executioner’s Stance needs a (soft) rework. I considered writing a long post about it, but haven’t found the will to do so yet, but the gist of it is:

Everything that made Volley Fire a good experience is no longer present.

It’s no longer a considerable damage boost, it no longer has defensive synergy, it no longer has specialized offense, game space is no longer allows you to stand back and shoot, Frag/shredder/granadier support is a lot weaker to round out some of the builds…

Scryer’s gaze is currently what Volley Fire was before, or more precisely it feels closer to how the ebb and flow of pre-patch 13 Volley Fire felt like.

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While I agree with your assessment I think that even more important than any changes to skills are the enemies.

1st the game always spawns melee trash on your back countering any intent on ranged focused gameplay

2nd enemy shooters are no real threat and best engaged in melee.

These two things make me feel safer, more powerful and better aiding my team if I engage un melee 95% of the time even if I only skilled for ranged combat.

Hybrid combat my a$$ - vermintide in space…

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True, but I’m looking at stuff that’s relatively simple to fix rather than overhauling the game’s map-specific spawn logic.

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I haven’t touched that ability in ages since they removed toughness and auto reload from it. In my opinion, the ability is a complete chit with little to none survivability. In the hardest content you really need some forms of survivability when things get ugly, such as knock back, toughness, stealth, dash, or whatever.

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On one hand, yes on the other even the damage boost it has is low as hell for locking you into ranged weapon. It doesn’t feel like an actual power mode.

It’s hands down the worst ult in game even if you aren’t considering the environment we are playing in.

Yeah let me rant a little more because I used to like it a lot before they implement skill tree system.

Like … what so difficult to bring back auto-reload? This ult is like you have to be ready to use it. It’s not something that you will use in a dying situation. Imagine you are fighting left and right, meleeing mobs while switching to range to kill specials. And a lot of times you don’t have room to reload so your bullets keep going lower. If your ult is stealth or VoC or dash, it will give you room to reload. But if you have Ex-Stance, you can potentially use it while you have 5 bullets left in you auto gun because of a prolong fight. And that is chit. This ult is a fking joke.

I don’t think exe stance is bad, I think it needs too many nodes to do what you want and vet is already heavily taxed. What I’d want is more move speed from marksman’s focus stacks so you can reposition faster and help your team faster, and some toughness DR brought back to exe stance.

The enemies spawning behind you constantly is 100% the reason why sustained, focused ranged combat isn’t really viable or advisable. It just doesn’t work. You’ll end up getting blind-sided and take random hits and it’s not a good way to play. Melee and being mobile is way better.

I think if they ditched the extremely close in and cheesy spawning but ramped up the difficulty by making hordes a little bigger and increasing the HP of horde mobs it could start to change the dynamic in a healthier way. Melee builds (heck any decent build) wouldn’t be able to carve their way through a horde and honestly CC weapons might be more useful. Ranged would have more of a role in softening hordes and specifically countering gunners at range, since melee chars wouldn’t be able to close in as quickly if the meat wall was tougher.

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