As seen in https://youtu.be/_53jXBsnL4k?t=88
I’m reserving final judgement until we get our hands on it all as it’ll depend on the keystone modifiers and any changes to the rest of the tree, but initial impressions are that none of the keystones are really “me”.
Marksman’s focus is obviously about that headshot style and, at first glance, has a lot of potential in the right hands. However I think it’ll be difficult to really juice for all its worth in the higher ranks where getting a headshot kill every ~3s becomes inconsistent.
I note that there’s no cap on stacks and that dodges do not reset the count. Assuming neither of these are oversights, this creates potential for absolutely MONSTROUS headshot bonuses. And hilarious cases of vets just dodging their way across the map between engagements to keep their stacks.
I’ll be interested to see how people end up playing this one.
Focus Target’s base effect is essentially an uber-nerfed version of WHC’s “Witch Hunt” from V2. We all know how this one plays at a base level. Its strength will depend entirely on whether keystone modifiers buff it up in a meaningful way.
I feel like this is a ‘first pick’ type talent. You’ll walk into a new fight, pick the biggest threat, and nuke it with the damage bonus. Subsequent tag targets will get 5/10% +dmg for the remainder of the fight.
It may punish the use of tag as a team awareness tool, since tagging an enemy that you don’t intend to immediately kill will burn up to 15 seconds worth of stacks for no gain or lock those stacks (and your tag) for the duration of the tag OR until the target can be killed, whichever comes first.
I wonder if this will stop such vets from tagging sleeping daemonhosts…
Weapons Specialist rewards frequent weapon switches with the base effect focusing HEAVILY on engaging in melee play. It definitely feels like the ‘generalist’ option amongst the three keystones. The base effect is certainly the most accessible of the three and I suspect it’ll have the highest unmodified impact in most players’ hands. It’ll be interesting to see what the modifiers do for it.
This one will be the default for many vets, I think, assuming the path that leads to it isn’t garbage.
Generally speaking, I think the information we have here all but cements the notion that the devs don’t want vets playing a ranged-primary playstyle unless they’re playing for headshots. Disappointing.
It looks like the nodes in the rest of the tree have been reorganised and restructured somewhat, which is nice, but it also looks like they’re following the same “play this predefined path OR ELSE” design strategy as the first iteration, which is not nice. If the keystones are strong and there’s not considerable restructuring of the upper part of the tree, this restriction will almost certainly be far more impactful than it is now.