Glad to here it’s on the radar.
Let us know how you feel about the vet trees after you’ve had time to mess with it!
I really do not like how the veteran traits were rearranged. For example, Superiority Complex is now buried below Always Prepared, which was in itself excessive. Sorry to be Mr. Nay-say but these alterations are not very endearing. Quite the contrary.
I think they are using a mod to squish the tree
It’s not just you.
It’s still exceptionally long. Vet had more nodes to account for not having keystones. Now that they have keystones, they still have a boatload of nodes ![]()
Yeah the tree looks way to bloated but haven’t gotten in game yet to try it so maybe i will like it
I get that, it’s more that the keystones seem to be buried even deeper than the old end nodes. I was hoping they’d come to their senses and allow a more flexible tree, but they’ve just doubled down on this whole “play the way we tell you” structure.
I don’t even get to the end nodes with the current (old?) system. I fear that this is going to feel WAY more restrictive than the old tree in terms of build variety, and that’s a bad, bad thing.
I had just started to have fun with Veteran’s krag granate
Someone could be more specific about this nerf? What %?
Just tested it - It does!
Just so. It looks like a damned constellation map.
…Who thought this was a good idea?
Veteran tree either needs to be consolidated or to receive additional points to offset because this… This is an imposing, meandering mess. I feel like a rules lawyer combing through each node, and this is coming from someone who has played since the beta. God help the poor guys on Xbox.
Malice/below you would have 7 if you don’t count last wound
Taking a direct path down to keystones, Veterans require 20 points minimum to get a keystone (without upgrades)
For comparison, Psyker needs 17 and and Zealot/Ogryn need 18.
A few more 3-wide branches near the bottom of the tree (possibly one 3-wide selection of Operative Nodes and one 3-wide selection of blue nodes in each of the 3 branches) would be nice, just to balance things out, so that all classes have approximately the same degree of flexibility (in leftover points) after reaching their keystone.
Well, after doing tree rejigging on my veteran, I only have 2 out of my 5 loadouts actually reach the keystones because of how everything is laid out.
Trying to log in for a little bit before bed to check out the new Vet tree but just getting continuous disconnection errors. Game doesn’t want me to play it guess I should listen to it at this point.
I fondly remember the days when getting to boot up a game I purchased wasn’t a server dice roll ![]()
No crafting tweaks… sad. But will do for now.
I gotta ask… are you actually playing your game? And if you do, what difficulty are you playing at?
I am baffled by these Veteran Keystones. Every 2 seconds you get a Focus Target and you lose them when you tag an enemy. Do you not want Veterans to Tag enemies anymore?
I need to wait 10 seconds to get all the 5 charges… nothing but a Monstrosity exists this long in this game. And i am actively punished for calling out enemies with this, because each time i do, i loose my Focus stacks. I can’t just, like i would do usually, tag a Mutant that passed me by or a Rager i didn’t have a proper shot on… because i’ll just loose my Focus doing this.
Then the other keystone has me needing to stand still. Have you actually played an High Intensity Damnation match in your game? You made it so the enemies spawn all around you and you expect me to stand still for what… 5 seconds? And i can move for 3 seconds if i kill something prior… so i can only walk for 3 seconds, then need to kill something, or i begin losing Focus stacks? What kind of playstyle is this supposed to be?
I mean, i have to play it to actually figure out how it works, mind you, but these keystones are baffling to me.
No news on Zealot “Duellist” Passive? Heard it works fine in Psykhanium but not in matches. Barely 1-2 vague bug reports on the subject here on forums.
To quote a post from the Vet changes discussion
While I don’t know the rate of falloff since I can’t try for myself right now, but is it really that bad? If the rate is anything like Inexorable Judgement’s rate of stacking, you’d need to be sprinting for 5+ seconds straight to deplete your stacks.
Thanks for the update, feline fish! Love the veteran rework. Plus the Commissar cap with the hair… it’s all coming together for my vet.
One question - there was a change in patch #14 to the Ironhelm Thunder Hammer. The push-attack chain was changed to use Heavy 3 (overhead/strikedown). That attack had its damage increased for non-powered attacks only.
Was increasing the damage to only include non-powered attacks an intentional design decision? As, right now, it nerfs the push-attack chain considerably, for (in my eyes) relatively little benefit. I would love that strikedown swing for powered bops - yet atm it does less damage than Heavy 1 when powered.