Are you planing to just stand there and waiting for it, doing nothing? If not it would be quite faster.
Not to mention the way they rearranged some pretty consequential traits and/or nerfed some without listing it in the patch notes.
With Vet current skill tree I find myself not going all to the bottom but after half way start going towards branching side nodes find them more consistently useful. Having looked at the new update coming, probably will do the same.
There are certain consistently useful nodes that require shorter pathing and don’t require conditions to prop during mission, rather than waste skillpoints to get to another useful node with longer path to get to.
I haven’t loaded in with new update yet but I suspect I will be doing the same as the new keynodes don’t look consistently useful compared to flat stat nodes to buff damage.
What would be faster?!
There’s no way to affect that stack generation time.
Revolver can oneshot bulwarks and crushers to the head with bottom left keystone. Just saying.
Have you considered to shoot stuff in the head?
I think he might be a time traveller. Although technically, you only need 8 - 14 seconds to stack the buff again since you always reset to 1 stack. Think of all the things you could do with that 2 seconds… like tag an enemy, then restart your 8 - 14 second cycle, but 2 seconds faster
No additional mechanism to gain stacks is a bit of a bummer; even refunding half stacks on marked target death would have been good.
The new tree is shît. Perhaps we shouldn’t be suprised, but I can’t help but feel a bit disappointed.
If u want actually use that Tag key stones i recommend use 2 sub notes, guarantee +12% damage for team.
From what I can tell you only get the crit chance bonus on the literal first shot after swapping to ranged. Getting a few melee kills then swapping = first shot guaranteed crit then normal crit rate after that.
Other discoveries and observation so far.
Bleed and fire dots no longer stack onslaught. Lame.
Did we really need this many god damn keystone nodes for stamina recovery?
A bunch of useful bonuses like +elite damage and +Ogryn damage are even more spread out now.
This tree is so stupid long you can branch out to different final branches even less now.
Does highlighting Ogryn with executioner really need a whole other node dedicated to it with how sparse our points are? That’s so many nodes to spend just on Exe to make it consistent for refreshing across multiple targets. At least but build the refresh node into base Exe at this point, probably do the same one of the Infiltrate nodes it’s just excessive sub node taxes.
Mk III power sword push attack now has shorter range than dagger attacks… for some reason. Seriously someone else try this it’s whiffing for me unless my face is buried in the enemy’s armpit.
I bet you almost guaranteed reciprocity still only activates from dodging melee attacks.
+Ammo node is only barely less buried but everything is so much more stretched out it feel as annoying to reach as before anyway. In the same way iron will feels worse to get to, there’s less value on the way to and around it, in fact I’m god damn forced through the meme born leader to get to it and tactical Awareness for some godforsaken reason.
It now feels harder to fit reload bonuses into my melee/hybrid build unless committing to Weapons Specialist which does barely anything for my Kant shotty. What garbage ranged bonuses they chose with a single crit shot on swap big whoop.
Can I just say again that somehow it feels even harder now to fit in all the useful stuff you might want? How even did they achieve that?
I’m just so tired man. I found some stuff on Vet that felt good to me and worked before this patch now looking at this mess is just making me feel even more exhausted.
@FatsharkCatfish I’ll give this some proper time to sink in, tinker, and see how it feels with more time but my initial reaction to this looking at it and playing with it in meat grinder is “dear god change it back” which is probably not what the changes were intended to evoke. I’m struggling to see goddamn anything in it that looks exciting or makes me want to engage in it. All the keystones seem like tedious buff maintenance mini games for mediocre payoff. I’m struggling to see where a single build I enjoyed actually improves in any way from this new tree.
Provided you have full stacks; if you tag more frequently, you’re definitely not guaranteed 12%
No if u kill tag its refresh time
For veteran, I think it’s more accurate to call it a “Burden Tree”. Talent has taken a leave of absence.
+1
more verbose:
bloated like crazy. either raise the level cap or decrease the bloat.
sniper and commissar capstone are useless - sniper makes you stationary while the commissar one requires you to manually target AND wait for 2 seconds for it to kick in (in other words you will only see an effect on monstrosities).
weapon switch stealth capstone on paper looks good, have not tried it.
so yeah: new map is nice, vet capstones are utter crap.
Oh. Oooh, that makes things interesting. Doesn’t completely solve the problem, but it does make it a bit more usable.
Hopefully that’s intended!
EDIT: The thought just occurred to me, but I don’t expect it to be implemented, but why not allow the Focus Target to accumulate on the marked target, with an upgrade to have >1 active marks. Most enemies would likely die before they accumulate a significant debuff, but the tank ones (Crushers, Maulers, Ragers, bosses) will continuously accumulate the debuff, the upgrade then allows you to keep the debuff up on a big target without impeding your ability to mark new threats, and putting the stacking mechanism on the enemy rather than the player means you don’t need to hold your marks until the buff is stacked.
I seriously have to question if the devs actually play the game or just have a giant excel spreadsheet for ‘stat adjustments’
F!ck me. They done did it.
Its worse than before.
They choose hardway instead same with vermintide 2 witcher