This class is gonna be pretty close to dead if plasma gets nerfed.
it isn’t even bad, dunno why everyone is baby mode before even testing lol
Some people will always be put off by change. I think that’s a big contributor in this case. The “it changed” perception.
I just didn’t built it like you did, i sacrificed the middle path but got survivalist, i’ll save your build, but a honest melee build needs these 2 perks for me
if you get caught off guard by 2 gunners this will save you
this is why the ranged path is better for melee since patch 13, its wrong, but this is what we got
I’m being fair about and and would honestly need to play a game or two to really get a feel for it. On the surface though a lot if the keystones just have way to many specific restrictions to them.
“Yeah you need to get weak point hits but you also can’t move.”
“You do more damage to tagged enemies but you need to wait and then tag after 8 seconds”
I think melee specialist is the only one that seems like it fits into normal gameplay but again, I would need to actually play with it to form a proper opinion and not just pop into the meat grinder before work.
Tbh most of the tree would be fine but they need to remove some of the oddball tax nodes that no one wants in any tree.
ye this is complete BS, my old Saltzpire Captain had 20% more damage to tagged enemies as a free passive of the class, here you need to wait plus you need to spent valuable perk points for that, its horrible
It’s objectively bad.
There’s been a huge number of direct nerfs, most unannounced and unlisted. More talents got nerfs and weird tree shifts than there were improvements.
The keystones are both poorly conceived and entirely skippable and require more point investment to reach than other classes.
The tree still has all sorts of silly nodes (ooooh highlight Ogryns now with Executioners Stance…), forced splits, and critical elements deep within talent trees (e.g. 25% ammo, which used to be a class-wide always on 40% ammo, which originally was 70%), and this contributes to the Keystones being even more skippable as you need to spread yourself all over the place.
The crossovers for trees stop halfway down still, leaving half the tree still deeply gatekept.
Most builds previous builds for most weapons will be objectively worse or not possible to recreate, and the Vet wasn’t in the best place before this update.
I disagree here
You can survive and have no ammo problem without this bonus.
What I don’t like is that this bonus is in same part as the talent that makes ammo not count when landing a critic with a laser weapon.
Tbh, old vet tree was not weak… It was pretty good.
But, other classes seems to be a little too strong. That was just that FS did not take into account the big buff that they had given to all other classes.
I was thinking the same thing. The marksman’s focus modifier that doles out stacks of focus for crouch walking feels like it would be right at home in a different game. Same with Focus Target honestly.
Eh.
Not worth running a keystone over the plasma does not synergise with.
Unless you like the idea of running 75% stats on a zealot with none of his good talents but you get a PS and plasmagun instead.
Not my preferrence.
Skipping close order drill and confirmed kill, bold move.
Oh boy it’s gonna be fun in game with everyone being able to see loadouts now…
On the brightside: I do like the layout/design of the top half of the talent tree. I think the bottom half is where it struggles with bloat. As mentioned above, each class should be able to hit a capstone with roughly the same point allocation.
On the negative side: Not including talent nerfs to the veteran tree in the patch notes was a choice, and a poor one.
I realize u need spend more points to get grenade
Too many “tax” points in the veteran tree. I get it before the skill rework Veteran was “overpowered” but at this point veteran is getting nerf after nerf with each patch while other classes are getting buffed.
My personal opinion at this moment of just trying to make my past 3 builds and not testing any of them is.
It feels bad to even make a build unlike the other 3 classes.
The build on my zealot has every node I think fits the build well and then I got 2 extra nodes.
I can slot into toughness on dodge and dodge gives me a head shot bonus or
I can skill it into not been stunned and move faster if I get hit or
I can skill into if me or a team mate takes damage me or them get 4 seconds of 60% DR.
With only 2 free points I feel like my crit build can change play style to a much more defensive Dr style a more defensive movement style or a more aggressive dodge style.
Veteran tree has not only 0 points to spare it feels like your build is missing all the important core abilities unless you give up your keystones.
Imagine playing a zealot crit build or dome warp stack build but you couldn’t reach the bottom keystones with out feeling terrible because you feel like you missed half the nodes you really needed.
TLDR vet tree has good perks but it’s way to bloated and makes even trying to complete a build with a keystone feel bad.
This is the FS way!
It is honestly a little impressive how badly this new skill tree is to use.
To be honest i doubt they tested this in any meaningful way.
Just scrap the tree entirely.
The abilities are bad so just do them over too.
Veteran is a soldier he/she is not supposed to be a melee kind of character.
More dakka, less hitting.
Dropping this gem from the gameplay changes forums. This madlad counted all the nodes in the tree and its no wonder that Veteran feels so bad. It has FAR too many nodes than any other class.