Vet Keystones post Patch 15.2

Like I said, we good. As long as people don’t jab at me, I’ll remain civil.

You are right, though I forgot about one stack being the minimum it ever drops to. Thanks.

2 Likes

I personally like to use the best tool for the given situation and just switching weapons to keep the buff up feels both non-optimal and counter to my natural flow of gameplay.

I refrain from saying more here since the post you quoted shows my annoyance with WS from multiple angles.

1 Like

Same. Maybe instead of increasing duration it should build charges that are expended on attack? You know, maybe change how the ranged portion works to just give the equivalent of 3 stacks of what it currently is but you get up to ten shots then it runs out, melee just gets what is has but also stacks to ten and expends them the same way?

That way you can carry the stacks around engagement to engagement.

For me I love to whip out a weapon and blast some key target or even just some groaners quick as I’m fighting. Its pretty natural for me to do it as it is with the spawn rates in Auric and even if its a situation where I’m just fighting a horde I like blowing up groaners with a shotgun shell. But I do understand what you mean even if I don’t agree.

Perhaps we have to treat shooting and melee different. Like melee could be expended on attack. But how do we make ranged reload for free on attack? That would be strange. Maybe the reload skill still applies on swap rather than on triggering weapon specialist or something.

Oh, yeah. I was just talking about the base WS, not the optional nodes (of which always prepared is the only one that I actually use because of the revolver and shotgun synergy).

Obviously with this stack expenditure-based system it would need an internal cooldown on the % reload or maybe make it inversely proportional to the number of melee stacks you expend before swapping to range? That seems complicated though, an internal CD of 5-10 seconds is probably fair.

1 Like

thb I think martyrdom suffers the same problem. I think the intent there is that it’s supposed to be something that makes you stronger as you naturally get closer to death, not something you’re supposed to half kill yourself for at your earliest opportunity.

I have a few issues with how Focus Target works. I know it’s strong, but there’s just some levels of jank that really bother me about it. Every time people discuss it’s strengths as a keystone I feel like it always revolves around Redirect Fire, which I really dislike. Redirect Fire is just not how I want to be using a tagging keystone. I want to be marking priority targets for big damage, not trying to micromanage buffs. I’m sure some people enjoy it, but I really wish there was some kind of modifier exclusive from Redirect Fire that refunded at least half of your stacks on target kill.

Also, maybe this is just some mildly autistic part of my brain preferring cleaner numbers, but I’d like if it was 4/6 stacks of 5% damage with Redirect Fire being 2% per stack.

EDIT: I misunderstood how tagging a target again works.

Half kill? Naw more like 85% kill yourself.

You mean if you tagged the same enemy a second time? I think that just puts another stack on the enemy instead of resetting it.

I’ll be sad if that’s not the case.

Yeah, you seem to be correct. I should’ve tested that part in the Psykhanium, that’s my bad. I mainly noticed that I was double tagging things a lot in my games and in the heat of battle just thought it was wasting stacks. Despite doing what looks like a new tag, tagging something again only uses your stacks if they’re greater than the stacks on the target. I’ll edit my original post.

1 Like

Although while I’m testing Focus Target, I think this is a slight misunderstanding of how it works. The text for Focus Target, while kinda vague, indicates to me that you always have a minimum of one stack, not that you gain a stack on kill, and that seems to line up with my testing.

EDIT: Nevermind, I’m wrong again! You do have a minimum of one stack, but it totally does give you a stack if you only have one. I just wasn’t killing targets fast enough after tagging to see it. Weird. Chalk that one up to Fatshark ability descriptions not quite doing what they say they do.

2 Likes

Even if that the case, I don’t think it outweigh going the other tree (after spec into 10% atk spd), to get 30% weak-spot dmg and 15% elite base dmg. Not to mention gaining 25% suppression deal, 5% range damage, and 0.25 stam regen start time in the process. (and 25% amo if you run amo hungry guns). All of which doesn’t require a condition to activate. It’s perma. But to each their own

I disagree. Martydom has a very strong loop at staying at low health. Martydom gives lots of attack speed, damage, and perhaps most importantly toughness damage reduction. This makes you incredibly survivable. Additionally, the loop is around using until death and holy Revenant when needed. The full health recovery if youre using 3 wound curios (which you should) will put you back to 5 stacks. Than you focus on surviving until Until Death is ready to go again.

I don’t think that this rather smooth and thought out playstyle came together on accident.

1 Like

Its really really easy man. It’s basically a free buff.

It actually 30% weak-spot dmg modifier, or smth like that.
If you test it in psykhanium, you will see about 10% actual damage increase, depending on the weapon.

in general, i suggest to test everything in psykanium. Fatshark descriptions is too often misleading or just don’t tell you all.

3 Likes

Yes, only when it says “base” damage, it’s quite significant.

1 Like

None of what you describe there says that the intent is for players to nearly kill themselves using isolated trash enemies as early in the run as possible. Do you really think that’s part of the envisioned loop here?

Or just find a fire barrel and stand in it.

1 Like

I mean was Flag Salt taking a bunch of FF at the start of the match intended? I don’t know. But at least in DT the low health Marty Zealot gameplay loop is pretty smooth and well designed. I wouldn’t be surprised if it was at least in some way intended.

Same deal. Intentionally taking damage just isn’t something you’d normally do.

Oh, I think you do know :wink:

BUT… We’re getting off topic here. I’m happy to continue this in another thread if you guys feel like it, but I don’t want to derail this with zealot talk because I think the vet keystones do need some looking at.

1 Like