Swap Catch a Breath and Demolition Team in Vet Tree

‘Demolition team’ is a regenerative grenade perk which while not as good as 'Demolition Stockpile’s 60s regen was still a demonstrable improvement over no regeneration, and used to serve as a decent budget alternative.

It has no use in its new position at the bottom of the tree’s centre path: not when the superior ‘Demolition Stockpile’ is accessible earlier on in the same path and doesn’t require progressing down half the nodes to a keystone to access if you build leans to the left or right archetypes.

Putting it as an option before the ‘Survivalist’ aura makes it a viable budget grenade regen perk for vets sticking to the left side of the tree, offering a points saving vs branching over to ‘Demolition Stockpile’. Regen on kills also just better suits the survivalist theme than the officer theme of the centre path.

‘Catch a Breath’ is one of those distance reliant perks in the vets skill tree that is completely at odds with the close-quarter realities of tide fighting, making it significantly less useful the more difficult and intense the missions are.

Its genuinely just a pretty useless perk, its effects being irrelevant for any time where toughness regeneration is most desperately needed, as such its position in the tree doesnt make it any worse.

However, I would argue that it occupying Demolition Teams place in the centre path offers it some niche utility with its 8m exclusion zone having some potential synergy with the centre paths ability ‘Voice of Command’ which staggers enemies up to 9m away. While still not great this helps reframe it to have some purpose as a toughness regen bonus for VoC dependent on if your knockback zone is clear.

Just in general I hope more thought and consideration can go into the arrangement of nodes in the skill trees, because even simple stuff like this can improve individual skills viability and the flexibility of the tree as a whole. These definitely aren’t the only skills that seem out of place.

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