Please make it apply to all Auras at 50% effectiveness of current ability (Or +5% toughness of what they would have got on the kill from their own toughness regen) and re-work Covering Fire to have current effect and also 5% to apply to the Vet whenever he kills something with Ranged weapon.
I don’t want to think about stealing the toughness regen of my ally, so this is nice QoL on all Auras. Gives vet some ‘standard’ utility as well for Havoc.
Covering Fire itself is hard to path to as the difficulty increase makes it too expensive. Having it apply to the Vet himself makes it worthwhile and also solves SOME of his current main issue which is toughness regen in Havoc.
All other classes can regen toughness without use of their Ulti. Outside of Ultis, Ogryn is just … simple. Psyker is attack and think a bit. Zealot is attack and also dodge, which can be managed effectively with proper use. Vert has limited regen in all forms and can be overpowered quite easily. Out for Blood is very good but severely limits some necessary slots.
Otherwise, I feel Vet is actually in a good place outside of toughness regen issues. Shout is possibly the simplest of all but once its gone its gone and leaves him squishy or needing to retreat/reposition/pray for teammates. Cloak is good but you can’t really give up Shout.
Its not killstealing if youre giving them more toughness (15% + multipliers) and a damage buff. And in Havoc youre likely running a Recon, so its going to happen, regardless of what you think are manners or if you ‘try’ not to.
This is EXACTLY why the tactic needs a re-work to at least make it optional. Right now there’s no reason to take it, mostly because the community template meta-consensus is… this.
Well, yeah. I’ll split hairs on this. Melee people want melee kills to maintain buffs, blessings, and skills and you shooting at their target disrupts that and also you paid a bullet to do what they’re doing for free. No one in end game wants you to do that. They want you to specifically spend 1000% of your resources on everything they’re not having fun dealing with.
I personally can’t think of a replacement for Covering Fire that wouldn’t qualify as strong enough to replace a keystone, but real covering fire is providing cover for advancement in the form of shooting the sh!t out of the bad guy’s position so my criteria of a rework would be
promote player into playing a role
not promote wastefulness
understand player actions and not force unnatural ways to play
have a reasonable area of affect
Has to have reciprocal bonuses for the player
Actual covering fire in this game is suppressing ranged enemies so melee people can move forward. I don’t know everyone else’s experience, but I see ranged patrols posting up way, way farther than coherency range and way farther than 5 meters.
To me it would make more sense to have a 30 meter area of effect.
IMO the 20% power buff is useless, would make more sense if it was a movespeed/stamina regen or related bonus.
I don’t know for sure if that’d be useless or power crept nonsense, but pure support talents never, ever work in tide games, which I think we’d agree on?
Good points, only reason for a damage boost that high maybe a boss. True supporting fire is a buff in its own right if they wanted to promote or improve it… maybe on killing ranged enemy clear ally suppression around kill with slight toughness gain… even then takes a special kind of player to not go for the raw damage boons.