Not having reloading speed buff for bolter is bad.
If you want even more damage better to go for ̶p̶l̶a̶s̶m̶a̶g̶u̶n̶ keystones, but there should be some trade off, like not having anti-suppresion (but buffing your own suppression helps a bit), you also don’t rly need ammo node in that case cause higher damage. Or trade something for Urge (meh)
So you also get punished when you lose your blessing stacks over time as well?
Marksman focus have basically the same concept with more options to maintain stacks.
click head, move for 3 seconds. Insofar as you are doing normal vet gaming - clicking heads and getting downed - you can move in a gunfight pretty freely and do the usual dodge dance you might do. The stacks really only go away when the fight stops. Though the passive stack gen one is definitely a must take for this keystone.
Actually better than you are making it out to be, with 5 stacks the target takes an additional 20% damage, with 8 it takes an additional 32% damage.
And honestly I disagree here, at least for certain weapons. Once a fight gets going and you’re in the thick of it, I’m always staying at 7-10 stacks without the camouflage talent, at least on the Agrip infantry autogun. Might be on a gun by gun basis however
You just think i’ve been spoiled then, well jokes on you, i’m a melee dude, i don’t use bolter very often, just to make some space when the shi hit the fan
Facts are half a dozen of good talents are just gone in one whoop to compensate some garbage keystones for which you have no perk points to spend anyways
I aim to skip that step, but then I don’t use chainaxe That keystone is too restrictive for my liking, but when I get bored maybe I join you in counting to 3 also. At least Fatshark learnt from past mistakes and you don’t lose ALL stacks at the same time.
While a sort of weirdly designed mechanic, on builds where I actually have an extra point I will get the keystone node and nothing else. For automatic rifle type builds I play normally, not even trying super hard to optimize except maybe not moving when reloading if I’m safe. If you’re consistently hitting heads (which you should be) you can practically play the same.
Its also incredibly fun on the Las Pistol with its incredibly accurate hip fire and paired with the ghost blessing, so you can keep tapping heads, move forward, and be immune to ranged fire.
Again if you have a point to spare in an automatic rifle build I would still give it a try and just see how much uptime it gets for you without even trying much. I need to put some more time in it, but the “movment punishment” seems to be a way to try and incentivize consistent headshot kills.
I just don’t buy the coping mentality of the ‘‘its just fine anyways, i didn’t feel the nerfs so much’’ to the point of saying this patch was not a nerf
if i’m playing with semi humans i can sail trough every map just fine, i’m an experienced player, i go for boss damage because i don’t care about the rest, the rest is chaff for me
i’m just mad that veteran keeps getting bashed for no reason by both fatshark and the community
you are happy with the changes, more power to you, i’m not, i’m experienced enough to notice that my toys that i got fond of are not there anymore when i play and it makes me sad (even if they are just stats, like hp)
I’m an og, i play veteran with power sword and bolter no matter what fatshark makes of those, there should be no shame in that
Duh. Now do you people believe when I tell you CatFish is unprofessional?
She put her name on those patch notes. Hence its her responsibility to make triple-damned sure that they are as accurate as possible. Even when it means refusing to release said notes until they meet a basic standard. Especially after two prior patches with glaring issues in just this area. Instead what we get is something that frankly makes Blizzards worst days look absolutely polished in comparison.
Seriously. Even in WoW’s snarled mess of expansions, changes, and shoehorned systems the players could at least rely on the patch notes to be near-complete and accurate. And when it wasn’t the CMs would make note of it and either fix it or confirm it was a bug. Not this weeks of silence as if hoping we will all get distracted.
Frankly I’m not sure which is more disgusting. That someone can be this bad a task that literal 5th graders are expected to perform, or that people here defend those responsible as if its okay to just plain not do your job.
That’s the catch, most talents (besides the literally broken one) are anywhere from ok to great. Problem is vet is taxed like he’s a californian so when you’re making the calculations offensive and defensive picks will always beat out utility picks. Which is a shame, utility talents like field improvisation should be core in most if not all builds, but good luck with making a build that can spare a point or two to pick it.
I disagree with this heavily. While it might have been good to note that more specific changes were happening to pre-existing nodes, the blaring “VET SKILL TREE REWORK” easily encompasses potential changes and its not worth writing down every single change that happened between 14 and 15. We’re big boys. We can look through the new tree ourselves.
I only played it for like 2 games, and I don’t think this is a keystone for me, but I think the problem is that it locks you out, or more precisely punishes you for doing something and that feels bad. I’m not sure how well I can describe it, so I try to compare it to other stuff.
Ogryn Heavy Attack Keystone makes you do heavies or heavy-light combos. It doesn’t feel like it punishes you for doing light if you mix in heavies every now and then and also has a node that makes lights keep up the stacks. It’s a reward for what you are doing with no punishing method.
Zealot’s Crit Keystone wants things to die, it pushes you for more aggressive play, but once it ramps up it’s super easy to keep up and is static. You even have stacks on crit to make it easier. You don’t even have to get the kills yourself. It has a super large area and on Auric its inconsequential to keep up working as a passive buff.
Zealot’s Mobility Keystone wants you to move and dodge, this thing comes super natural to melee playstyle, and while you get more out of it with a knife you can easily run it with a hammer. You could say that it punishes you for standing still, but in actuality, you not really standing still ever. Also has a node to work on dodges.
In comparison standing still when shooting doesn’t come natural you always trying to get a better angle. Letting you move when you get a weak spot hit doesn’t feel like a reward it feels like a punishment to not get one.
I wouldn’t argue that it’s hard to maintain or anything, it just feels restrictive in comparison to anything else. I have a pretty similar problem with agile combatant.
I think what could work if the stack would just fall off naturally weak spot hits would reset the timer on the stacks and the headshot would give you a stack with very lenient time (like 8s duration or something), and no stack lost on movement just on time. This would make it good even for a more mobile build (revolver or something) which I don’t think is a problem, but FS definitely wanted to avoid.