Talent Trees Deep Dive

Empowered Psionics sounds like it’ll be replacing it (with a little RNG)

Empowered Psionics: Kills have a 7.5% chance to Empower your next Blitz.

  • Empowered Brain Rupture: 100% Peril Cost Reduction 50% Cast time Reduction +50% Damage

So it’s not quite gone for good.

That’s the part where i said “7.5% chance to” is miserable and purely based on chance, not strategy or anything involving any kind of player control

Compared to what i can do right now, it’s basically KB being deleted yes

If the new designs are going to be 5% chance this 7.5% chance that, i have personally 0 interest in continuing playing because the system is all that’s left to keep me engaged despite the horrendous netcode situation

edit - Let me explain with an example :

Pack of Gunners spawns

A) I press F and pop pop pop pop pop Kinetic Barrage Brain Burst clear the threat, that’s the current system

B) I press nothing, Brain Burst the first, and hope i’ll get a 7.5% proc to kill the second faster

Do you see the difference ?

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I think we can reasonably assume there are buffs to these abilities built into the trees around them.

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Psyker rework is realy creative one, like some mechanics from moba or arpg.

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And then there is the ability that gives you up to 9 × 8% extra damage.

If you’re missing the other 25% from the old Ult, that talent and having lost 3 wounds will make up the difference permanently with the chance to go far past it too.

Did you edit that to add it to your post? I don’t remember seeing it when I started replying, but could be mistaken.

That’s fair though - I like the chance just to make things a little more interesting rather than “Every 30 seconds, I can make brain burst more fun for a few seconds”.

We don’t know how many attacks it will take to kill anything, because enemy HP pools are being adjusted as well, if I’m not mistaken.

It’s a bit confusing though, it doesn’t sound like an enhanced version of the standard ability

EDIT: I forgot the attack speed boost has been pulled in from the current tier 6 feat

Yes sorry i tend to edit and edit i have an edit problem

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Are you smoking something?

CTW

It’s the same as CTW with the +20% AS boost talent built in.

I think too it’s just confusing that Psyker and Vet Abilities are referred to as “augmented” when they appear to be worse at the base or exactly the same.

That’s why I asked @FatsharkCatfish for clarification.

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Hmm, interesting.
The subclasses in VT2 took the route of “ranged/support/melee” for each character, each with their own flavors, so they could each be played in a similar way based on preference.
I notice here the “subclasses” are completely unique - there does not seem to be any real ranged option for the Zealot, yet both Zealot & Veteran have stealth builds now.
It seems wildly…unbalanced is the wrong word…asymmetrical?
I think I actually like it though, it puts more focus on each archetype playing a unique role while still giving people the freedom to adapt them to their own playstyle.
I’m looking forward to the release, maybe it will spark a “renaissance” for DT and finally turn things around, who knows :wink:

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I’m just absolutely loving the direction this took and I’m so excited to get back into it.

Big props to the team here for this update, this looks so fun.

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This made me laugh. Blazing Piety is going to have the same problem as the Warrior Priest ability where it constantly triggers at the end of engagements, isn’t it. I’ll still take it. Anything to get me as far from Martyrdom as possible.

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Oof you right, I Mandela effect’d myself having never changed a single aspect of any loadout in months. So its just a volley fire change.

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Why didn’t the veteran’s Keystone be written?

because we arent getting any it seems.

Based on the textual description, it is speculated that it is similar to these two types of shields
They are all shields placed in place after release
JN33O86}MU~X)$Z(4)LD)9
2A(VC8BO`N8APOC7CRSGQ$X

But in fact, I prefer a shield that can be lifted and moved, such as this

BTW based on the sneak peek Vet talent tree seems pretty uninteresting and a lot less flexible than the additions to the other classes. Hopefully, the cluster of additional nodes near the combat ability will make up for it, but it seems Vet will mainly gain passive nodes.

While I can understand they couldn’t balance keystones in an interesting way, it seems instead of replacing them with 3 other interesting mechanics we’ll just have more passives instead at the end of the tree.


BTW I think the base idea of making “class weapons” more interesting and powerful for additional talent points would be a very good way to make these weapons stand out (TH and Force Weapons included). The choice between going for a powered-up special weapon or just picking more stuff up on the talent tree sounds interesting on the face of it.

It’s a shame FS couldn’t make it work.

Curious as to how this will change enemy values for balancing. With the blessing bug with text I imagine there will also be widespread changes to blessings.

Hopefully more crafting changes, otherwise I fear I will end up picking talents and classes based on what gear I have been blessed enough to roll.

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Maybe there are some nodes you can select to make Kinetic Barrage worth it? If not, then yeah. When I first read it, I thought. Okay, here’s the one no one will ever use.

Something that makes me feel very uncomfortable

Now, the designers of Fat Shark still think that Oglin’s “critical strike” setting is very good, and the new skill can stack 5% damage per critical strike

5%! It’s really too strong!

Blessing of the ‘Skull snatcher’, lightly hitting an enemy gives a 15% damage bonus, which can stack up to 5 layers to 75%

In contrast, what is the significance of spending time and energy to hit a heavy blow

You can do that with the Force Sword, though it’s smaller/personal one