It’s also why the crit damage weapon perk is considered bad whereas in most games it’s at least an ok choice.
sorry i get heated easely because sad, yes, i had the feeling it has to do with how waeakpoints damage was calculated, now that you remind me there were many perks that felt lackluster in that department, like the +10% weakspot damage of the weapons perk, thats just the worst of the worst
i deleted the post, even though that 50% power on weakpoints perk nerfed still stings
Nah you weren’t heated at all and I agree with your conclusion even if I didn’t agree with all your reasoning. They could have at least left Marksman at 25%. It’s strong for sure but isn’t refreshed by Exe refreshes and does require hitting weak spots, so sad to see it hit this hard. You could hit some cool breakpoints before with it that felt great to pull off in game.
I’ll have to try a full left tree build at some point and see how it feels but I got a lot of stuff to try and not much time at the moment to actually play and give good feedback on stuff. My gut reaction to the tree pretty much lines up with what you’ve said. I ranted pretty hard about it in another Vet thread.
i’m a melee guy, but i believe the bottom right keystone is a big bait, your melee perks are on the left, you get way more headshots in melee than with ranged, and as i’ve said in this topic you really want suppression immunity and ‘‘get back in the fight’’ perk if you really want to melee
then again i’m not feeling much difference with attack speed perks in this game, maybe because i use power sword, but even when my zealot martyrdom stacks kicks in its funny yes but with how the melee works against hordes and such i’m not feeling i’m doing much more than i would without it
the proper thing for them is to revert the nerfs, and make weakspots perks only work with ranged, it would nerf my playstile so i never suggested it before, but at least i would have a reson to try something different
Melee vet is eating good for sure. Ranged vet though. You know the Veteran SHARPSHOOTER is not.
The toughness regen sucks ass real bad, and you can’t use exhilarating takedown because it’s still bugged, and you take additional toughness damage with the stacks instead of decreased.
Do you feel like melee vet gets to the usefulness level of a zealot? I feel more productive with my zealot, but that could just be familiarity.
“SharpSHOOTER that’s a melee guy right?” Fatshark probably
Melee Zealots have more killing power than melee vets, but melee vets bring team survivability to the table.
But even the melee vets were thinned out by the talent tree changes. You feel it no matter what you’re going for really.
The spawn rate of really bad stuff is greatly increased too which adds to that, even regular HiInt feels like pre-patch HiIntStg.
I’m OK with that, I really am, but the double special spawn bug needed to be fixed, it’s frustrating to have almost completely stacked pox bursters holding hands, and snipers and co. coming at ya with all the new stuff.
Making drastic changes to spawns and talents without fixing all the critical bugs and broken talents/blessings is a poor decision in any game.
(Dog Whimper)
(Throws ps4 controller at wall)
We’ve been describing the exact video I meant too
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you can do competitive damage but you’re squishy as karking hel. Its not unplayable at all and feels pretty much like it did in patch 13 but man if Vet doesn’t need more sustain. I will provide a more detailed analysis after I sleep on it but I did promise to report in like 15 hours. I’ve played a few games with each keystone, with a few different builds. Ultimately my thoughts can be quickly summarized as follows:
- The talent tree has all the same problems it had before though there were some improvements
- Specific problems include:
- difficulty grabbing anything from other trees
- low toughness resources
- lots of node taxes
- Exhilarating Takedown is still bugged lmao
I always feel like my vet builds are squishy and don’t have any sustain. I tend to down a lot as vet. I will say I think all of the new keystones are useful and usable. I was able to maintain stacks of Marksmans Focus during most engagements unless I got stuck into melee. I didn’t struggle keeping up with my team. I could tell when I was using it and when I wasn’t. Focus Target is an incredible team buff and is easy to keep uptime on thanks to refresh off smaller target pings. I just played a funny game where I re-pinged everything anyone on my team pinged to keep that 12% free damage for all going all game long. I never fell below 8 stacks for any length of time that mattered and I rarely dipped below 5. Weapons Specialist is good and feels good to use.
Overall I rate the tree as…kinda the same as before. Which isn’t a compliment. new keystones good. Some re-arrangements bad, some good (like easy grenade access and toughness nodes moved to top!) but lots of just meh.
“it was obvious that the crowds around him were agitated about something. The most worrying thing he noticed was that his Inquisitorial costume didn’t seem to be inspiring as much terrified silence as one would expect, instead it seemed to be causing a wave of excited chatter, and he could’ve sworn someone actually yelled “Woo! Inquisition!”, which was worrying to say the least.”
So… Woo! Reginald! And now we wait for more details.

I don’t know if was just a slip or something and you wanted to write patch 14, but this describes my experience. Vet feels like patch 13.
Nope, I did mean patch 13. Right after the talent tree was added but before the weapons were changed to enhance them. Sure some of the weapons do feel better and in real terms my damage output looks good. But literally it feels the same somehow.
I always feel like I want exactly two more node points when I make vet builds too. Which is annoying. When I play zealot I usually kinda wish I had one or two more in some builds. But vet is like TWO POINTS WOULD FIX THIS.
I think a lot of it is that people are still figuring out builds. It took a week or so for people to start coming forward with properly decent vet builds after the first rework and it’ll probably be the same here.
Yeah, we had like 2-3 working builds in patch 13 and I wasn’t blown away by any of them. Meanwhile, I just tried anything from any other class be it a new or old concept and it just worked. It’s indicative that something is wrong when the class I play roughly 2-3 times as much as the others doesn’t produce comparable results to a random thing that I just thought up should try on anything else.
Good thing we got that double connector node at the top of the tree. Gotta keep getting taxed.
Wont take your words for what they are as ive only played like 40 minutes before the game CTD (which is definitely a game issue because both my friend and i crashed together!). I do agree that while picking blitz is now easier some of the more meaningful stuff are still locked too far down in the tree, so that problem remained. Im going to explore the keystones more later but i do believe too many people were too quick to complain about a loss of 5% damage or whatever… That said, i dislike these incremental nodes that have nearly no impact to gameplay. With how obviously bloated the vet tree is right now it wouldnt hurt to have some of them combined with others. This would also alleviate some of the issue with being stretched too thinly.