TL;DR:
Bolter with @weeping.moon’s suggestion is playable, but it’s worse in every way possible apart from defenses.
On Psyker and Zealot, you pick a weapon and a playstyle and you can get a boost to it along the way. With Vet, you pick a weapon pick what’s necessary to make it work, and see what playstyle you end up with.
I tried it and it’s… Meh. I did make some slight modifications (Field Improvisation is too good to pass up), but it’s basically the same. I didn’t like bolter that much before, but is fine I guess as a balanced baseline, other classes are just stronger.
Upsides:
- Voice of Command (with toughness overcap node) makes you invincible for 10 seconds if you aren’t touching fire. It has ridiculous synergy with Iron Will. Overcap toughness is basically a Toughness bar protecting your Toughness.
- Voice of Command is a superb “oh sh-t” button to Volleyfire quick toughness regain.
- Support for the team is good.
- You can run bleed nades with +Reload feats. Reload speed is overall better.
- Delete crushers.
- Boss damage with bolter seems better (although I might be wrong on this, I didn’t play that much bolter on Vet)
- For the Emperor and Rending Strike giving a melee boost is nice.
Downsides:
- Ammo eco is mega nerfed. Overall ammo eco outside las is nerfed in general, but Bolter took one of the largest hits. You won’t have enough ammo to clear half of the specials on the map.
- General damage (and stagger) is much lower, so dealing with elites/specials (especially gunners) takes longer.
- No Suppression immunity. This feels super bad, any gunner just makes you unable to shoot anything not infront of you.
- No sway reduction/Recoil reduction. It locks bolter to a close to mid-range, and it’s extremely hard to clear aggroed human gunners with the weapon.
- Clearing shooters is both a lot harder and not really worth it.
- Ammo dumping blobs to suppress and soften is (almost) never worth it.
- No instant reload. It totally bricks the playstyle I’ve gone for with Bolter the most. It’s more of a feel thing tho.
- No instant swap. This is kinda weird to play. Maybe it’s a skill thing or just I have to unlearn something, but swapping is very, very costly playing as a special remover guy and I find myself sitting on a bolter waiting for a target too much. I played some bolter on Zealot before the patch and it wasn’t an issue there so IDK.
For me, it feels like they took all the ideas of how to adjust/nerf bolter and just stacked all of it. All in all it’s absolutely playable, but I also found Recon playable before the rework so that isn’t much.
Executioner stance makes some of the downs go away, but IDK if it’s worth it making you a lot less survivable. Will probably try it out.
My main takeaway is that both the offensive, defensive, and supportive powers are locked into the middle pathway too much. You also have to pay a premium for much-needed utility for specific weapons.
When I tried Psyker and Zealot it always felt like Powerful nodes (be it power or utility) were just 1 or 2 points away. I was able to pick any weapon go for a playstyle, build everything along the way, and select a Keystone I want, maybe swap a few things around.
On Vet you have 3-4 multiplicative damage nodes and some of the strongest defensive stuff right in the middle, and going for good nodes on the sides you might want at the end of the tree will cost you 4-5 nodes.
Why are extra ammo and suppression immunity at the end of the tree and not at the Scavenger aura and Executioner Stance? Why are Defensive stuff at the end of the tree and not at the beginning and middle like every other class? It’s very weird. The left side has so many bad choices never worth taking it’s not even funny.
Apart from the obvious badly organized nodes at the left side…
Auras are super bad and need adjustments. Scavenger is fine (If less overall ammo is what they were going for) but the other 2 are the worst stuff in the game. It feels like you are taxed to forgo Scavenger going middle or right side.
New combat abilities are just not as good as the similar abilities the other classes get, stealth and support Ult feels much better and stronger on Zealot. It is only saved by the nodes at the end locking you into going fully down an end path if you want a competitive Combat Ability. It feels like you pay for powerup for your Combat Ability at 2 places.
It seems that what they wanted to avoid with Vet keystones is still the case, you are very pigeon to go down certain paths and pay a lot for nodes that enable weapons to do their job. It’s not that there isn’t power in the tree it’s just locked up soo thightly I don’t feel like you have much of a choice.
Also, I don’t know why would anyone go Vet right end branch instead of just playing a Zealot. Maybe for melee maelstrom maps if you want to bring scavenger to the team? Even in that case, I think the middle-end branch is probably better.