Lets talk about veteran keystones. Most Keystone gameplay feel forced rather than natural and should be reworked with organic improvement to veteran playstyles.
Focus Target
Solid damage boost keystone, easily wasted with tagging too fast in clumped tag-able enemies. Easily wasting damage boost of 10s-16s of non-use if tag trigger happy. Boring but useful… not keystone material. Options… if replaced becomes blue passive
Any Tag:
10% damage bonus to any tagged enemy (Witch Hunter, VT2), No Stacks
- Target Down: Replenish 10% Stamina, 10% Toughness when a tagged enemy dies, for you and allies in coherency
- Focus Fire: Hits on tagged enemies have +10% Critical Chance
- Redirect Fire: 10% damage bonus after tagged enemy dies for you and allies in coherency for 10s
Grenadier
: Replenish 1 Grenade every 45s.
- Twin Blast: 33% Chance to throw additional grenade.
- Inspiring Blast: Replenish 20% Toughness to allies in blast radius, Increase Toughness Damage Reduction by +25% and movement speed by +10% for 5s
- Field Improvisation: Ammo Crates restore grenades, Medipacks heal 100% faster, cleanse corruption and restores 1% toughness per second. Veteran starts with Ammo Crate.
Marksman’s Focus
too penalizing swapping to melee and movement. Encouraging fast spam ranged weapons in Keystone around accuracy. Optional replacements…
Marksmen:
Ranged Kills / Ranged Hits / Melee weakspot hits generate 1 stack of Marksman. Missed shots lose 2 stacks. Stacks up to 10 times. Each Stack grants +5% Ranged Finess Strength and -5% recoil
- Camouflage: When using ranged alternate fire (ADS) lose all aggro, gain invulnerability to everything, +50% accuracy and +50% zoom for 1.5s, duration doubles at 10 stacks or reaching 10, doubles stack gain for duration. This effect has a 30s Cooldown. If already using alternate fire when CD resets does not proc. (locks out Barrage)
- Barrage: When using ranged primary fire (Hip) next shot fires 2 trigger pulls at no ammo cost and no stack loss, Increases ranged attack speed by 2% per stack. Shots fired doubles at 10 stacks. If already using primary fire when CD resets does not proc. This effect has a 30s Cooldown. (locks out Camouflage)
- Tunnel Vision: Gain 1% Toughness, 1% Stamina, 1 Ammo reloaded from reserve on stack proc or hit that would proc if at max.
- Second Chance: Negate every other missed shot stack loss.
Hitting the Mark:
Ranged Weakspot Hits, Ranged Kills, & Melee Weakspot Kills each generate 1 stack of Marksman. Stacks up to 10 times, lasting 6s. Each Stack grants +10% Range Finesse Damage.
Tunnel Vision:
Gain +2.5% Toughness Damage Reduction per stack and restore 2.5% Stamina per stack gain.
Chink in the Armor:
+2% Rending per stack.
Steady Hands:
-2.5% Spread, Recoil, and Sway per stack.
Gathering Focus:
While not shooting gain 1 stack of focus per second, shooting removes 1 stack per second. Successful Range Weakspot hits gains 1 stack. Stacks up to 10x. Each stack gains -5% Recoil, -5% Spread, +5% Ranged Finesse Strength.
Focused Shot:
Trigger Pull at max stacks while using secondary fires a trigger pull at +100% Damage, consumes all stacks. (Locks out Scatter Shot)
Scatter Shot:
Trigger Pull at max stacks while using primary fires 3 trigger pulls with +100% recoil and spread. (Locks out Focused Shot)
Never Flinch:
No longer lose focus while shooting.
Weapon Specialist
Keystone has some niche utility but overall I don’t find it desirable apart from melee light attack spamming or fast reload builds. It forces weapon swapping and re-acting to gained buffs after swap. Optional replacement…
( Alsozara Idea, for proccing on swing / tigger pull )
Specialist:
Gain Ranged Specialist on Melee Kill (Stacks 5x) Gain Melee Specialist on Ranged Kill (Stacks 1x)
When you shoot your ranged specialist activates, gaining +20% Ranged Critical Hit Chance and Critical Hit Damage per stack on next shot. +10% slide speed and distance for 10s.
When you melee attack your melee specialist activates, gaining +15% melee attack speed, +10% dodge speed and distance for 10s.
- Always Prepared: on gaining ranged specialist stack also replenish 5% ammo into clip from reserve. On activating ranged specialist increase reload speed by 5% for 5s per stack.
- Invigorated: On activating melee specialist restore 25% stamina and grant 25% stamina cost reduction for 5s.
- On Your Toes: Activating Melee Specialist restores 15% Toughness, Activating Ranged Specialist restores 3% Toughness per stack.
-No additional talents.
Weapon Specialist:
Gain Ranged Specialist on Melee Kills (Stacks 5x) Gain Melee Specialist on Ranged Kill (Stacks 1x)
When you shoot your ranged specialist activates, gaining +2% Ranged attack speed -2% Recoil -2% Spread, +1% slide speed and distance for 5s per stack.
When you melee attack your melee specialist activates, gaining +20% melee attack speed, +10% dodge speed and distance for 10s per stack.
Always Prepared:
on gaining ranged specialist stack also replenish 5% ammo into clip from reserve. On activating ranged specialist increase reload speed by 5% for 10s per stack.
Invigorated:
On swapping to melee weapons special action is activated without animation and have +20% Damage on first hit.
On Your Toes:
Activating Melee Specialist restores 25% Toughness, Activating Ranged Specialist restores 5% Toughness per stack. 3s Cooldown for each.