The pox hound spam, trappers. Enough reason to have dog and not deal with annoying cheese. One pox hound can end entire run. No more team mates with low FOV and unaware of surroundings. Dog will save you.
4 dogs = advanced defence system against disablers ADSD™, so now you can concentrate on armour packs.
Zealot - Lots of damage reduction nodes, must be like 7-8. Not much in toughness regen.
Ogryn - Instant toughness regen
Arbites - 3-5 secs progressive, almost instant.
Couple of nodes +20% movement, 10 sec dash cooldown with Ogryn level stagger. Zealot mobility. Even a node for bum slide spammers and more movement.
Now could go skullcrusher and opportunist, or replace opportunist with high voltage and combine with dog AOE electric, let the dog go in first to stun, bleed, AOE then dive in. It is bully3b level bonk TTK on crusher.
Of course NewOgryn always faster than Zealot and Arbites in “current” balance. Just goes “through” everything.
My favourite gun Heavy Bolter, only for used for monstrosity. 2-3 reloads, done.
Very versatile against all enemies.
Wonder if it will be like VT2 where they released DLC classes and ended up stronger over base classes…
Arbites is a lot of fun. I love the space cop fantasy with its shock-and-blunt theme. The dog is surprisingly useful, and I love that! All the abilities and blitzes are good and useful. Keystones are also well designed - no overcomplicated nonsense (yes, Veteran, I’m looking at you). One thing I’d like to see improved over time is weapon variety, which isn’t great right now.
However, I’m very conflicted about Arbites because of its otherworldly power. Not only does it have a pet as an extra feature, but it also has superior base stats that exceed even the Zealot’s! The talent tree is full of talents that make him both incredibly tanky and capable of dealing huge damage. Also, it kind of feels like he’s stealing good talents from the base classes. On top of that, he’s got talents that let him easily solo the game, and even has a dog to rescue him from some disabled states. Who the hell thought it was good idea to give him ALL that!?
I’ve got a couple of concerns…
Is the class superior to base classes because it’s paid content? I absolutely hate that idea!
People who enjoy playing the class will, over time, be seen as playing on easy mode - because they are!
I’m kind of afraid this might be how FS decided to “fix” Havoc difficulty. I don’t like seeing the optional challenge turn into the default, while the main game difficulty gets trivialized in the process.
lets be honest here, it absolutely is.
then again, i paid my merry-go-round ticket and gonna squeeze to fun factor for a couple weeks.
after that its back to oggy as my main class since the last 1500 hours
(been here since beta so new-gryn is just a blink in comparison, had my fair share of “rejected” in havoc 1.0 and still did 40 with non-meta build)
and gonna make it a new “penance” outperforming the majority of arbites.
of course, very skilled players gonna get a lot more out of the new class, but the majority of players cant grasp its potential and will struggle with higher content no matter what.
People are noisy, so what? I don’t care about that. What I do care about is diverse playstyles and a balanced experience, because that’s what makes things more fun.
On the other hand, there’s a lot of frustration in the community about the lack of skill or teamwork in public lobbies often leading to mission failures. So Arbites kind of feels like the class you pick when you want to take matters into your own hands.
But at the same time, Arbites being so self-sustaining feeds into that same stigma - not much incentive to stick with the team.
I still think it’s a bit too much.
I like a challenge, so I’ll eventually return back to Psyker as well.
It’s a moron class for absolute useless brainless t**t waffles.
95% of the arbites I run with think they are Judge Dredd, but in reality they need to go back. They just run off, get into to trouble and just don’t care about anything other then kill enemy.
I’ve now played all the OG classes with 3 stacks of arbites and the only build I have that can keep pace with the cops is my Electrokinetic spam Psyker. Everything else is outclassed and out DPSd into a walking sim where I’m a glorified plasteel mule. It’s way too much. Couple it with the, hopefully bugged, low int Aruics and this is a bust update for me so far.
as it stands arbites players dont need to do anything exceptional since the class is so OP that makes all the other classes minus the ogryn to be pointless in almost all scenarios
i agree the arbites almost makes all the other classes minus the ogryn pointless but because people are having their iM tEh LaW power trip if fatshark dares to nerf them. they re going to declare the class to be dead and demand refunds.
All i want for the other classes to not have as much taxing nodes just to get to their useful skills
I’m hoping my sense of the difficulty is being thrown off by playing with a bunch of low-Arbiter-level but actually highly-experienced players in the campaign.
People keep talking about difficulty in quickplay arcade mode…
Meanwhile arbitres losing havocs like every other class because it’s a real “difficulty” mode with team play core.
The only thing arbitres really shows is good talent tree which should get every OG class eventually
Because it’s a new reality. Old modes became and will stay arcade and fun, of course old classes will struggle with their old trees full of dump, but it will change sooner or later.
Havoc is much less chaotic (even with bizzare game director), requires game knowledge and cooperation, tests the builds. Its data from the development pov is much more reliable.
Idk if anyone is actually really thinking that arbites is overpowered and going to get nerfed when this is clearly going to be the direction of every other class rework in the future. A ton of damage increasing talents, removal of the choke nodes that gripe most builds, and a massive buff towards sustain. Every class is going to get this eventually.