Hey Catfish, you Guys forgot to add the Keystones for the Vet Class?!
Or is it on Purpose and it doesnt have any?!
You mean this?
You answered your own question 2 posts later but for context Iām gonna lay my thoughts here ^^
First of all, yes, you donāt need to have your wounds locked by corruption, you just need your health to be below a certain wound ālineā to get the bonus.
The reason this is a bad design:
-
First and foremost, this is probably the only talent in the game that gets worse the higher you climb up in mission difficulty. Now, someone might say they donāt care since it makes the game more challenging for them but thatās not the point. We are making a point as to why this is BAD DESIGN.
You generally want all your talents to behave in the exact same way regardless of difficulty for obvious reasons (imagine if all talents worked differently depending on difficulty and then FS had to balance difficulty levels based on that. Chaosā¦) -
It removes ābuildā options from the players rather than adding more;
If you want to get the full bonus in Damnation you MUST use wound curios.
I understand that the āsecret esotericā reason for designing it this way was because they wanted to āforceā players have as little raw HP as possible. In other words, they wanted people to get the max benefit from this ONLY if they are NOT running +HP% curios
However, what if someone wanted to run +Toughness% curios? They will end up losing both the damage% bonus for not running wound curios and at the same time have fewer ārawā HP points. -
It rewards āsloppinessā. Yes you read this right.
So, letās say I run 9 wounds and I need my HP to be below 2 wounds at all times. That means at the start of the run I will try to get my HP as low as possible without dying but my brain already knows that if I die i will have 8 more wounds and after I get picked up I will have to put less work towards reducing my HP to get the the max damage% bonus.
Therefore, I will play very risky sloppy and irresponsible cos I have 8 more wounds before Iām dead anyway, lul
Now imagine I have 2 wounds but I need to be below 22% HP (equivalent of below 2 wounds while running 9 wounds). I know Iām gonna be getting max bonus if Iām low on HP BUT at the same time i know that if i mess up I have 1 more chance before Iām truly dead.
- Thereās probably more to it, like, people using the reconnect ātrickā to revive themselves after theyāve been downed at the expense of losing 1 wound (lol bro i have 8 more I can do it all day)
Anyway, Iām not trying to convince anyone. Just thinking out loud. ^^
Assuming you get back up after going down
Iām not super keen on wounds being used for Martyrdom; while Iām doubtful it is the case, it would have been nice to see something to let you shuffle things around e.g. increased effect per stack/stacks per wound with fewer max stacks, so that if you want to go wild with 8% per stack per wound and 9 wounds, you can but thereās something a little closer to the Martyrdom weāre familiar with. Wounds just seems like a somewhat impractical way to offer the risk/reward - health is fairly obvious, and flat HP could be used over % HP to allow scaling (e.g. 60HP per stack, giving you max 3 stacks out of the box, up to 5 stacks with 3x HP curios, possibly more with increased HP talents)
This all assumes that wounds will function as they do today; Iāve no reason to believe otherwise.
That has to be fixed. Reconnect ātrickā instantly ruins my enjoyment of the run. I see it way too often at Auric STG/Maelstrom (like every other run).
I think you are meant to use it with Until Death and Holy Revenant which are still on the tree.
I play the current version of the future keystone. I have 300 HP on Zealot and hover between 160-80 HP to get 3 stacks of 8% damage boost. Whenever I drop below I just engage a group of enemies let them trigger invulnerability and recharge.
It happens 0-1 time in a good team (easier run) and 1-3 in a bad team (harder run). It also lets me go without healing stations if necessary, which I usually only take if I have corruption.
With 2 wounds on the tree with the same playstyle I have now the damage boost will be a bit lower (2 stacks instead of three without wound curios), but it can be boosted further since itās a keystone. I suspect there will be one talent that gives AS like we have on the current tree which is incredible power especially in Until Death state, that I currently donāt pick becouse Bloodletting is just too good to pass on.
What I also suspect is that this will be really fun with Shroudfield where you let the boss (or adds) trigger Until Death, go ult for an insane hit on the boss, and regain full health from Holy Revenant. Weāll see if it will be OP/okay/meme tier, but thatās definitely something Iāll try out.
TL;DR it will most probably be a really good powerup for my preferred playstyle on Zealot.
If you can get 9 stacks of attack speedā¦
I mean damn current version gives 20% and it feels like 50.
Totally agreeā¦ Iāve played with teams that were (ab)using this so much to the point where they were leeroying (jenkiiiins!) everything and theyād never care to pick anyone up because they thought others have to reconnect too instead of waiting for a revive (maybe even worse, they just thought of others as bots who are only there to let them use their little trick)
anyway, point is, this is super toxic, makes players worse and itās also offtopic to the current thread
Questions maybe already answered:
- Will the director be rebalanced due to the change in power balance that these new talent tree offers?
- Will the weapons we have invested tons and tons of money/crafting material be at least removed of the locks so that we can tune them back again instead of potentially having to use them as paper weight?
Thanks
Enemies are getting rebalanced, not sure if AI director is alongside it
No
There is content now showcasing the new changes on youtube. Canāt wait to try them out myself!
A source for this? Not to argue or anything but Iād like to have someone from Fatshark confirm it or at least knows you got this from them in some way. Cheers
Confirm which ?
Anything really?
Psyker Shards and Gunluggerās damage output look ridiculous and enemies seem pretty much tissue paper. Probably the game will be a lot easier.
Edit: Also Zealot nodes are bonkers. Until death and Martyrdom got nerfed, but everything else seems pretty incredible. Lone Wolf Shroudfield with CDR on crit with Knife/Taxe is probably the thing Iāll go for first.
Also not sure if GG got a buff but Rumbler impacts seemed to have all of those breakpoints and more now. 2 shots on reapers with adhesive thanks to unyielding and heavyweight (which is now 30%). Only Blaze Away gauntlets do that atm.
Shovel also seemed mad overbuffed in cleave damage and for some reason light attack speed, if you werenāt already using this just to be a chad and bully stuff youāll probably take it for being all-effective. Maniac damage seems to be adjusted, finally. I saw a mutie get 2 shot by a H1 H2 combo both thrust boosted (it would take 3 of those combos currently because shovel has 0.75 maniac mods on H1 and 0.5 on H2 atm).
Dunno if it was a low texture detail but the rock looks a bit too blocky.
All in all ogrynchads, already the best class, seem to win even harder.
Enemy balance:
Previous Dev Blog
Lock:
Common sense.
Soā¦where are the new class archetypes Fatshark promised will be releasing every 3 months after the release? Smoke and mirrors.
Thanks for the first bit, and thanks for nothing for the second bit.