The Traitor Curse Part 1 Anniversary Update

@FatsharkCatfish

Are the relevant parties aware of this? Because that’s not an insignificant disparity.

With this is mind, adding MORE traits into the mix, while rearranging others so vastly seems perhaps a bit suboptimal, does it not?

To add to this, fully upgrading Warp Siphon requires a minimum of 21 points, which is the most expensive keystone (excl Veteran).

Are the Vet keystone upgrades mutually exclusive? GamesLantern’s editor allows you to get all 5 upgrades for Weapons Specialist (which is kinda wild), so that path becomes by far the most expensive asset 25 points. Marksman’s Focus has 1 mutually exclusive choice, so the other branches require 23 points.

Bringing the minimum down to 18 would still leave Vet as being the most expensive for a fully upgraded branch, but you’re getting 5 upgrades for that price so it’d be a fair trade. You could even argue for 19 because they get a universal ability modifier in the final branch, but I think the current disparity is excessive

Nice. And with less health station charges, ammo crates and medipacks available will make it more fun.

I will only get to play proper matches tonight (in a few hours) but from my quick test in the psykhanium you can barely more. Like… take 3 steps and the fall off starts. It takes 3-5 kills to built to full. You can either take more charges or build extra charges while standing still.

It just doesn’t align with how i’ve been playing damnation matches for the past year. I can’t crouchwalk after the Team… what nonsense is that? Seriously. Its difficult enough to justify standing still, without Camouflage skill (which was removed), because everything spawns all around you… i need to dodge and occassionally dispatch horde enemies that got past teammates.

It just doesn’t work on Damnation as far as i can tell. As i said… i will need to actually play with it… but right now i am not seeing how this is meant to actually function in a high intensity Damnation mission.

And it wouldn’t bother me if the Tagging one wasn’t outright punishing me for using the Tagging feature.

It’s a shame, I completed the achievement of 15 missions without dying in a row, due to the server load, it doesn’t allow me to go on missions, I have to “leave the game”, as a result a series of missions was reset. :smiling_face_with_tear:

Seems like you finally were able to fix my stuck penance. First thanks for that, but still took you about 12 months and i have to redo it. Will be a pain in the ass to get that Scap Captain Killing blow again but i guess that is a somehow accaptable solution.

Here’s the fundamental problem with Vet’s talent tree (still): It takes way to many talent points just to get down to the keystone (especially relative to other classes) that you’re left with very little flexibility in how you move through the tree in order to reach the keystones.

Minimum # of Talents needed to hit the primary keystone talent:

  • Psyker = 17 (16 on middle branch)
  • Zealot = 17 (18 on middle branch)
  • Ogryn = 18
  • Veteran = 20 (21 for middle branch)

The difference of 2-3 talents points is the difference in being able to shift between a column and back (i.e. going down the left mostly then dipping to the middle and then coming back). You can do that with the vet, but then you’re left with very little left for picking up choice / utility talents along the way.

The entire ARRANGEMENT of the vet tree is just not good. It would’ve been okay if the lateral connections between branches all worked like the new node before the Blitz abilities where it’s one node that splits into three options for each blitz. Why didn’t that approach get used at the other equivalent points in the tree? That would’ve made a huge difference to the flexibility of the tree.

Keystones aside, this tree feels worse than the old one.

@Dumlefudge

For veteran, I think it might be more fitting to call this a “Burden Tree”; talent is currently missing in action.

Probably not as “hot button” as others but thank you for returning hair to the commisar cap. Hoping to log in and test that soon.

How do you even manage to make the Veteran’s tree worse than before?

Hmmm. But if it’s literally worse in every way compared to your melee, then there’s never a situation that calls for it. Switching to your melee is fast (as it should be) and thus always preferable.

Why shouldn’t it be an alternative to your melee? You have only two weapons in the game at once, so don’t be so restrictive.

It seems like previously you could count on the blastoom to alleviate some weaknesses of your melee and strategically choose either melee option when the situation calls for it.

Now, the situation always calls for ditching the blastoom in favor of your other weapon.
:person_shrugging:

Just my thoughts. Haven’t played enough to make a conclusive argument, but maybe some Ogryn mains would like to chime in?

Thanks for fixing my math. Not sure how I miscounted!

I’m just trying to provide my feedback plainly - I don’t need to call it a burden tree, or anything else, to do that. Hopefully this doesn’t come across as a jab at you, it absolutely isn’t, I just prefer to go “Hey, this is what I think of X/how X could be improved”.

The surge staff doesnt make people explode into a pile of gore anymore when you kill them :(.
Not talking about damage, just the effect when you kill someone. Way less fun to use now.

Praise the Emperor!

Can confirm Hand Cannon doesn’t apply to other things in the kit.

I wish they only made it a chance to explode, not 100% or 0%

can you elaborate?

:heart::heart: thanks for the update!

Me too. Sometimes I just want a quick play and not have to go through 30-40 minutes and maybe end up also failing the mission.

I was hoping the flash mission were going to be quick (15-20 mins) missions

There was a bug where the Hand Cannon blessing was applying the rending on crit to the melee weapon or blitz. It was part of the reason why Assail was a bit overbearing.