To more uneven classes

Hello.

Just a point out of reason, could you explain why the most powerful class (psyker) can now use one of the best weapons in the game, the Zarona.

And during this time, the "SHARP"shooter becomes even less efficient as a ranger, which is his strenght by default. Less ammos, less damage and “where are fockin’ scopes?” plz.

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oo the old day one hot take , how will this one age ? hmmm is that warm milk i smell?

whats wrong?

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@Padds

Dude, there’s no reason to be rude. He has a different opinion to you. Leave it be.

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It’s not unplayable, but yeah, ranged play on the vet is now pretty mediocre unless you play a lasgun marksman and land weakspot hits all day long.

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@Tzcheese

My thoughts as well. The reduced movement speed gets on my nerves too.

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It feels like they’ve deliberately pigeonholed ranged vet into that role.

The class feels a lot less active than before when using a range-focused build, generally speaking. I haven’t noticed issues with move speed yet, but that might have something to do with it.

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I imagine it’ll be further refined in future updates, but the thinking behind it still gives me pause.

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Was he rude? I was thinking he was mono-neural, sorry for that.

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pretty much. been running exploit weakness + rending strikes lasgun build. it works, but my survivability has taken a nosedive with the removal (as opposed to a slight nerf) of Unwavering Focus + chopping up our innate toughness and scattering the nodes. guess I could run voice of command, use as needed, and lose valuable visibility in the process.

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Lack of ability that allows for instant reload, nerf to ammo capacity, nerf to ammo regeneration.

Those are the three main things.

No instant reload is a huge hit to any build that was aggressive using autogun/shredder. It was a staple part of dealing with high intensity situations. It allowed you to empty your mag, switch to melee to defend yourself, and then transition back immediately and reloaded to manage new threats. It is not possible to duplicate that in the current trees, because the instant reload is just gone. It almost feels like an oversight. It would do well as part of the final Marksman perk, or Close Quarters Kill Zone at the bottom of the melee tree.

Most of the automatics feel awful without that ammo capacity bonus. Though I think that is more of a problem with the weapon than the class. They would be more usable for other classes if they boosted ammo capacity a bit for all of those.

The nerf to ammo regen is just salt on the wound. If either capacity or regen were nerfed I think it would have had the intended effect, but both is maybe a bit too much.

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Veteran nerf is not a first day hot take. The class is absolute glass now and unfun to play. It was nerfed in defense, ult extension, and ammo capacity. Totally uncalled for.

Should have just nerfed ult ranged defence from 75% to 50%. Anything more than that is amateurish overreaction nerfing that I’d expect from a dev’s first game.

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absolutely agree. you can still pull 53% toughness reduction by taking Close Order Drill and taking 3 nodes (2 of which are pretty deep in the longshot tree (is that what it’s called?)) - the catch is obviously we all gotta be in coherency for the full 33% from Close Order Drill.

I find the whole implementation so bizarre - give the vet an ability that lights up and prioritizes targets - but severely handicap their ability to deal with the threats.

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It’s impossible to get vet to ANYWHERE close to where it was pre-nerf, meanwhile every other class gets buffed into orbit.

This patch is pretty trash until it gets balanced. Absolutely awful.

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I feel what you are saying, but I actually think we are better off now from a defense standpoint. You can get 20% passive toughness damage reduction through the trees (15% is down the marksman branch), Iron Will down the center branch will give 50% passive reduction as long as you are above 75% toughness, and close order drill can throw another 33% reduction in based on coherency. That completely ignoring the 50% from Infiltrate, you can have all that stuff with any Ult.

Since we can now also pick up multiple ways to regenerate toughness we get fairly tanky. Even with losing 100 base toughness.

Its not as nice of a package as we had before. Prepatch we were incredibly well rounded for offense and defense. Now it seems we must lean more one way or the other.

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This is garbage game design right here. Like, it’s just GOD AWFUL.

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I think its really meant to be reduction to singular big hits. Like a sniper shot. Combining Confirmed Kill and Exhilarating Takedown makes it pretty easy to shoot back up to full, even without using the ults that regen toughness.

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yeah, I’ve tried that. allows you to absorb maybe 1 or 2 additional hits on dam+. Furthermore, it’s very deep in the tree - it’s dogshit. it’s as dependable as “close order drill”, which is to say - it’s not dependable.

edit - on the contrary, I can see Close Order Drill being strong on pre-made groups with solid communication. on pugs? nahhhh

being able to take exhilarating takedown + confirmed kill is pretty cool, but the former really kind of silos you to a specific playstyle.

It’s objectively garbage. It’s so bad it might as well be removed from the game if FS isn’t going to mostly revert it to how it was pre-nerf.

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The investment required to re-coup partial functionality of one previous feat (Unwavering Focus) whilst being inferior, even to a nerfed variant (50%) is insane:

Preface: i dont know what these trees are called.

Close Order Drill - Max 33% toughness reduction if all allies in coherency
5% toughness damage reduction - mid level adjacent node in tree 2
5% toughness damage reduction - deep tree 1
10% toughness damage reduction - deep tree 1
Iron Will - 50% reduction if toughness over 75% - deep tree 2

you’re a passive build. fun…

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Probably needs a full rework. Keep the good ideas, but redo the whole thing.

  • Toughness regains and DR is very situational and fluctuates too much based on circumstances outside of Vet’s control.
  • Vet’s regain feats didn’t translate well into the new system outside of Confirmed Kill (Catch a breath? Who takes that?). It doesn’t stack as well as Zealot’s/Ogryn’s/Psyker’s various (adjusted) regain feats stack on top of each other.
  • No passive defenses or active defenses that aren’t Ult-related on the right side or related to melee/closerange combat.

Other classes managed to get new defenses too, like the Ogryn gaining TDR while braced and TRegen while braced… and the Zealot got a toughness on ranged kill node, and there are plenty of options for other easy regain or constant regeneration which Vet absolutely lacks.


It’s hard for me to look at this in any other way than

  1. The testing team was absolute hot garbage and/or extremely prejudiced towards the class they liked. (We heard FS was very reactive to their input so can’t fault them with this.) Looking at everything else with the balance currently also strengthens my case.
  2. This is an absolute placeholder until they rework the thing because they run out of time.

There are some good stuff in there. Support nodes are really powerful (Field Improvisation for example), but most things including auras and Combat abilities seem not just weak, but as if there is something missing.

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