You’d have to post a video, as you’ve been acting in bad faith this whole time. I’m not gonna count you and your buddies playing on a low difficulty body guarding you as you selectively pick targets nobody could miss and pretend the game actually plays this way normally. In that last scoreboard you posted, it’s pretty obvious that’s what you did. You never even fired at anything even remotely difficult to hit, the damage distribution between the enemy types makes that clear. You didn’t even deny it after I called you out on it.
All this after selecting the easiest gun in the game when you know even the level of scoreboard gaming you did on that run couldn’t yield those results with most of the other guns in the game. You might be able to pull something similar off with recon las.
High weakspot hit rates are totally possible with precision weapons but high is 30-50 percent (in legit runs, gaming the system is obviously much higher) and it’s just not worth the effort.
I think my initial reaction to seeing the tree is “oh no”.
I would need to play more with it but my initial reaction is just that there are way to many connector nodes.
Some of the keystones feel a lot more useful than my initial analysis but this is also testing in the meat grinder in a controlled environment vs an actual game with enemies rushing you, teammates, explosions, lag and other stuff.
The tag skill is good in that it somewhat shares that EX stance feature of being able to kind of refresh it and keep a constant uptime on the buff as long as you are killing new tagged enemies with it.
I will say the weakspot hit is also fairly powerful and lets me hit specific breakpoints on Damnation to where i can 1 tap any specialist with the mg 12 but again, this is just meat grinder testing vs an actual game.
I’m going to need a lot more time to test it in actual conditions tbh.
It doesn’t rly, stacks are delpeting by 1, weakspot kills grants 3 of them and weakspot kills/hits delays stacks depleting time so it’s not a new Camo Expert.
The only thing i don’t get how it works (from psykanium testing)
I think this just increases the amount of toughness you get from any source e.g. Confirmed Kill gives 10% instantly and 20% over time; 10 stacks of this buff would increase that to 12.5% instantly and 25% over time
I would hope that it applies to any source including melee, but the ranged nature of the ability may restrict it to ranged/other sources (like Exhilarating Takedown and passive regen)
Weapon specialist feels way worse than I expected it to. I really enjoy swapping weapons when I run around, but I’m punished because both the ranged and melee buffs activate immediately upon swapping to the respective weapon, and dissipate the moment you swap off of them. It’s also not very “use one of your weapon slots for mobility in between combats” friendly.
It also feels bad if you like, use the bullets in your chamber, swap to melee if you’re pressured, and then swap back to your ranged just to reload when you have breathing room. Little gameplay moments like that just completely neuter both buffs.
I’m not really one for balance and maybe it’s just the way it has to be, but it would be nice to have the melee buff not activate until you strike an enemy, and maybe have separate buffs for the reload and crit chance for the ranged portion. The reload time starts the moment you start reloading, and the crit is applied to the first thing shot, and the duration starts there as well.
Absolute useless on higher difficulties, you spam tags just to see specials through the shittones of fire and hordes, meanwhile it takes 16 secs for 8 stacks. Not even saying you can misstag enemy cause of elite blobs/specials waves etc.
Left brench still has no survivability at all and if you combine it with central one you will have no points for keystones.
Full central brench (except keystones, better go for some nades talents) + plasma still the only non-meme build. Meh.
Complaints seem to revolve around UX, not balance is my takeaway. A lot of these changes to vet feels like FS are trying to railroad us into specific playstyles.
It literaly allows yo to have 17% base damage increase to you and all of your team at all times.
On top of that, you can tag for 8% more every second with 2 stacks.
Mistag can be a problem, but 4% is good enough for general brakepoints, especialy considering the rest of the stuff.
You need 3 talent points for that wich isn’t efficient since how vet tree is structured, there is just nothing to trade off for such situational thing like stacks on tag. Saltz WHC tags > vet tags
So, here is a run using the Columns without totally gaming the system. I played the match more or less normally going for headshots, but not intentionally putting out less damage to pump up the weakspot rate. All random players, pure pub match. Dealing with Ogryn back all the time, people shooting my targets, having to hit nonweakspot hits because enemy head is completely obscured, firing into crowds where it is literally physically impossible to guarantee a weakspot hit rate of above 40%, etc. How Darktide is actually played.
There is no way your board is legit. The total weakspot hits combined with the rate alone tells the story, but on top of that the lack of damage against certain enemy types seals it. It’s the most gamed thing I’ve ever seen. Videos or bust, my guy. I can upload this run if you want.
Your only victory is that yes, this gun is probably the prime candidate for Marksman Focus. I wouldn’t say it’s very powerful or anything, but it works. Taking more rending may in fact be better than this build though.
Columnus V is beastmode with the new changes, particularly the ammo capacity, I’ve taken to running that on anything that can run it. Absolute monster of a gun, once you’ve mastered the initial recoil of the first couple shots, with Deadshot on a Vet the thing is marvelously stable for just mowing through a line of heads of charging ragers while just holding down left-click in the blink of an eye.
Don’t get how are you being “railroaded” either.
I had build for every playstyle and they all work great if not better now, with some adjustments. I already came up with some new concepts, based on the keystones.
any killing of a tagged target updates and refreshes the buff. so you can tag the first with 8 to give everyone 12% then if you kill one with 1 stack it will refresh the full duration of the 12%
so long as there are taggable enemies it is easy to keep it up , it does fall off in pauses or if your just killing trash.
If a few basic passive nodes were combined so it’s easier to navigate the tree, I’d agree with you. As it is, certain things are just way too costly to reasonably put in too many different builds. Veteran still feels very pigeon-holed. Obviously it’s still very early to say anything completely definitive about every potential decent combination.