Veteran Barely Reworked in "Unlocked & Loaded"

I feel like Veteran is the only career where you can completely skip a keystone, and still have a powerful build that is viable on all difficulties.

Every other career is missing out on something critical by doing the same.
The veteran can be basically anything they want, except a psyker, and excel at it.

I even have a grenade build that feels viable and strong.

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this is true. the keystones are for hyperfocusing on a task and the veteren doesn’t need to do that as their strength is in generalist builds that deal with everything more or less evenly. psyker needs to build carefully or be useless, ogrynis more or less locked into a build based on a tiny number of talents regardless and zealot is pretty pidgeonholed from the start but a decent vet can make very fleible builds if they feel like it and remain viable.

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Vet feels fine overall, but precision vet is hot garbage. Marksman’s Focus needs serious buffs, and Executioner’s Stance needs at least modest buffs as well.

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By headshotting 1 enemy you get 22% crit and weakspot dmg (So 44% for crit headshot)
With full 15 stacks you literally get + 110% crit and weakspot damage, so thats 220% increased damage if you crit headshot something, how is that not enough for you?
As for moving, if you headshot something you dont lose any stacks for 6 seconds. Thats 1 second longer then ES.

With fully upgraded MS you get 110% increased crit + weakspot dmg, 10% rending, and 75% toughness replenishment.
MS is plenty powerful. You just need to have actually good aim for it to have any use.

ES i can agree it could use a small buff like some toughness replenishment or gun reloading.

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Headshot damage doesn’t work the way you think it does in Darktide. 200% headshot damage can be anywhere between like 10 and 50% real damage depending on the weapon. Modifiers that increase headshot or critical damage increase the difference between a normal shot and the special shot.

Yeah, and all the precision weapons have high weakspot damage. And this talent is specifically for those weapons.

Body shot / weakspot
Headhunter : 157 - 306 / 438 - 856
Helbore : 104 - 204 / 230 - 449
Lasgun : 144 - 288 / 352 - 702
I autogun : 63 - 122 / 163 - 318
Revolver : 360 - 540 / 684 - 1026
precision shotgun : 209 - 408 / 359 - 701

All of the precision weapons have either double a bit more then double the damage for headshots. SO again, how is that not enough for you?
Do you expect the PRECISION skill tree to work for guns like the plasma gun? or braced autoguns?

It does work for plasma guns, as well as it works, which is not particularly well. It can allow it to hit a few more breakpoints, but the problem is basically all the other builds are better.

The medium infantry las should be one shot headshotting anything that isn’t an ogryn and have no type weaknesses if the entire build is around precision, but because precision weapons have a ton of different marks (none of which are really used aside from the revolver), they all end up terrible because FS obviously doesn’t want the medium las hitting every notable breakpoint when the heavy variant exists.

Precision builds in Darktide are abysmal. You can get good damage out of them with extraordinary effort, and this is a problem because you can get even better damage out of significantly easier builds.

For comparison, it other PVE games/modes, it’s not uncommon for the precision class to have 300-500% more REAL headshot damage (not Darktide’s stupid bucket system) and to one shot chain headshot everything that isn’t a boss.

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yeah, that’s because they aren’t survival co-op. you’re comparing apples to oranges because you want a shiny red orange.

I mean the example in my head is literally wave survival co-op, but OK.

Darktide has really low ranged weakspot modifiers for designated ranged precision weapons. This is just objectively true. If I kit myself out to do all my damage with headshots, the headshots really should be doing the highest damage in the game in exchange for the build doing abysmal body shot damage and of course also having no significant melee buffs to speak of.

If precision builds aren’t accomplishing this, they’re bad. Anything less is too much effort for not enough reward. Why bother being precise when I can just mow crap down? The answer is you don’t, and revolver aside, precision is virtually never used in Darktide, and especially not headshot-focused precision.

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I run it on laspistol and I think it’s very very good there. Definitely better than any other build you could do for that gun. As has been pointed out many times it’s also great for IAG. It would be nice if it worked better for more weapons but I don’t think the power level is the problem here, for weapons it’s good for it’s GOOD. As with many things it largely comes down to whether or not the gun gets meaningful breakpoints out of it.

I’m not sure how tunnel vision works exactly, but assuming it’s just a boost to coherency regen I’d like to seen that one changed to gain x% toughness whenever gaining or losing a stack (still works if you weak spot kill something at max stacks).

Veteran is mostly fine, but it lacks build flexibility because there are too many stat nodes and has the longest paths to keystone talents out of any class IIRC. They could mostly fix that just by shortening the tree and moving some of those stats to base instead of forcing us to pay for them.

However one thing I’m 100% against is the upcoming change to Vanguard. Sprint reduction is at least meta adjacent on veteran, especially melee builds. We have the worst stamina regen delay of any class and it was an easy fix because it only costs 1 point and has no prerequisites. Replacing that with weapon swap speed is not only absurdly tone deaf for a design decision but also replaces Vanguard with what might be the most useless talent in the entire game.

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it s more than fine, it’s excellent.

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I mean, the thing with vet is that most people are so bad at building their class that they use the it very poorly.
When you know with this class, you know that a build w/out confirmed kill is certainly played by someone who doest understant how the class wort and need to do.

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But I will admit : it does not need a buff, but more possibility on the perk points economy.
there is no choice for me in the 2 first point for example, you NEED confirmed kill. Youre objectively better with it.
But that’s ok.

What is not, is how the blitz and ult railroad you to stay in the same line, because with the vet, if you didnt understood it until now, you must keep at least 17~~ish/30 points or more for the last part below your ult

because of this, you rerely see frag being used with camo, because it’s not effective in termes of point economy, and that is sad.
Oh, and please, buff survivialist a bit. 5 sec is ridiculous.

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Maksman’s focus is either really strong, or reall bad depending on how your weapons work with finess damage.
A recon lasgun is bad with it for example, but a Columnus MK V or a Revolver is definetely strong with it (One tap a Crusher on a crit headshot, with is very easy to do with a Zarona)

For Executionner(s stance, I partially agree. It need two things at least, which are fairly minor :

  • Not deactivate whan the weapon is swap or WHEN YOU TAKE A FRIGGING GRENADE, but only when the timer is up/
  • Some kind of resistance against ranged attack at least beside suppression immunity (which it does if you didn’t know) or 1.5 sec / 2 sec of ranged damage immunity when activated for reaction shot.

The replacement is bad but I like the idea of having swap speed. Too bad it wasn’t thrown somewhere it could be useful like Weapon Specialist. Imagine if those same ranged stacks could influence swap time, it would open that keystone up more.

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Yeah I suggested that in my post in the other forum.

If they want to add a weapon swap speed talent they could put it in the bottom right branch of the talent tree, right under Duck and Dive. This makes it easily accessible to any build and puts it close to Weapon Specialist, the kind of veteran that would consistently benefit from it the most. As a bonus that spot is currently a plain stat node and the veteran tree has far too many of them, so it’s two birds with one stone.

But just replacing Vanguard straight up robs us of a meta adjacent talent and imposes a new tax on two talents that have no synergy.

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That keystone is trong enouhg as it is, but I get your point.

Because you’ve been talking about Veteran in this capacity since 5 months ago and instead of saying exactly what you think is wrong with the class right now you make vague excuses and allusions now. Vet has absolutely amazing nodes, and it has junk nodes. I can name the bad nodes if I make a thread, figure out problems with the tree if I have to because I find it interesting enough to post about, but for some reason you can’t? I’m trying to get you to actually talk about what you think is wrong, not having to dig up your old thread about the exact same topic to figure out what you think is going on with Veteran right now that makes him so bad and so in need of a rework.

For all I know and anyone else knows, weak nodes to you are things like Confirmed Kill and Demolition Team. That’s the whole point of me being so pushy to get you to name nodes. What are the weak nodes?

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Bring back auto reload and toughness to Ex Stance and it’s all good. Vet doesn’t need anything else.

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