Veteran Rework does not fix their skill tree. Long Post

Long Post Ahead

Veterans biggest problem is that their tree is too damn big and too restrictive. This class was called out by the devs as the flexible class around patch 13 and it’s absolutely wrong.
The most flexible class in the game is Zealot. Zealot’s talent tree has no restrictions on what you can pick (unlike Psyker and Ogryn) and does not suffer from bloat or pigeonhole you into one side (like Veteran). This leaves Zealot with the ability to pick whatever they want and build for it. No other class has as much freedom as Zealot to pick and choose their path.
This is what the Veteran rework should have focused on.

I never cared about keystones missing and the nerfs to confirmed kill i think are ok considering how easy it is to buy and to activate in high level missions. I care about being able to make builds without feeling like i’m never able to get what i want or unable to pick perk that are just fun.
For Veteran this is every build. I want to take silly perks like twinned blast, but i can’t grab those without gutting my abilities, my keystones, or even making the basic perks i want for a build unobtainable. Veterans can barely even complete one tree.

Veteran’s talent tree is also filled with perks that are neat but that i’ll never pick because i want to have a functional class. Perks like Covering fire, Leave no one behind, and Competitive urge. These perks are really cool, they seem fun to use, and make the class more interesting. I want them to stay, but i also can’t choose them without making my build so much worse. they’re not first pick perks like demolition stockpile, precision strikes, or confirmed kill. They also don’t work my way down the tree because the perks next to them are just better.

Competitive urge has to compete with Bring it down, Covering fire competes with Grenade tinkerer, and Leave no one behind competes with Grenadier. Grenade tinkerer, Grenadier, and Bring it down will always be better which is fine. They don’t need to compete for a slot in a build, Veteran just needs more budget to pick them in addition. For build flavor.

Veterans talent tree is still not flexible enough. Veterans final leg of the talent tree has zero crossover which seriously hampers player choice and can make getting a keystone on the oppsite side of the tree virtually impossible without massive sacrifices of higher nodes or ability modifiers.

Veteran would be much better if each operative node on that lowest tree had a diagonal downwards connection to either another operative node or a perk. The player would be able to swing through the branches and pick out a few perks as well as let them have greater access to each keystone, which would save points to spend on those keystones special nodes.
Being able to go from Stamina regen boost(on the far right), to Inspiring prescence, to Tougness boost, and then to For the Emperor would be huge. Or Inspiring prescence directly to Always prepared so i can grab Tactical Awareness AND the 25% extra ammo without needing to spend at least 7 points. Almost 1/3rd of the total budget just because i want more dakka.

For an even greater example, being able to swing from Stamina regen delay on the far right, to Inspiring prescence, to Always prepared. Then grabbing Onslaught just under Stamina regen delay, so i can give my Columnus Mk5 the bonus ammo and brittleness on repeated hit for just 3 points if i start from Stamina regen delay(on the far right). On the live build it would cost 1 point to go to Onslaught then 6 to go to Always prepared for a total of 7 points. just adding a branch downwards would be invaluable for Veterans to get where they want to go.

Vetrans abilities and keystones have a ton of nodes surrounding them and i think those need to be addressed as well.

Abilities:
Executioners stance has 4 nodes and borderline requires 1. Relentless. Executioners strance without refresh is useless. I do not need 5 seconds of Enahnced target priority showing me where all the enemies are, or counterfire highlighting shooters for 5 seconds, or 5 seconds of bonus damage against ogryns and monsters. Compared to Veterans shout or infiltrate a 5 second buff is not worth it. Relentless is a mandatory pick for any Executioners stance build and should be part of Executioners stance by default. The ability is not worth it without Relentless. Every other node that buffs the ability relies on Relentless to be useful.

Infiltrate is in a similar boat. The ability by itself has much more utility than base Executioners stance because of the ablity to revive safely, but is otherwise not that good. Surprise attack, the 30% dmg buff for 5 seconds, should be baseline. Zealot has their dmg buffs built into their stealth, so its confusing Veteran gets nothing for going ghost.

Voice of command is Veterans best baseline ability and it has two nodes which provide something new, but not required for it to be strong. Veterans other two abilities should similarly be useful by themselves.

Keystones:
Weapons specialist is the worst offender of them all. 5 nodes and the nodes themselves are weak. On the lest side we have Always Prepared and Fleeting fire. Always Prepared shares a name with a 25% ammo perk on the other side of the tree which is a bit silly. Anyway the actual issue is that it is weak. At 10 stacks you get 33% ammo back when switching to your gun. Sounds cool, but lets put a opin in it. Fleeting fire grants 20% reload speed on switching to your gun. Always Prepared is a necessary prerequisite to Fleeting Fire. Veteran also has Tactical reload (20% reload if gun has ammo in it) as well as Volley adept (30% reload on elite and special kill). With all three perks Veteran has 70% reload speed. With just Volley adept a player is able to back off from the frontline and reload a bolter blazingly fast. 33% ammo back is not helpful when i can just get 100% ammo back in a second or two. The fact that its required just for the reload speed is a silly decision.

On the right side we have Invigorated which gives 20% stamina back when switching to melee. This one is quite good since this side of the tree is about sprinting around like a maniac. Confitioning grants 3 seconds of 25% reduced stamina cost. Also decent, but why aren’t they just a single perk? A 3 second buff to stamina just isn’t worth spending one of Veterans precious skill points on. It isn’t even that strong and could be tacked onto Invigorated easily.

The last perk is On your toes which grants 20% toughness when switching weapons. It’s nice thats all there is to say. regain toughness by using the playstyle you built for, it’s a good perk for the right side. However, it requires me to choose Invigorate or Always prepared. which really makes it a 2 cost perk. Which is silly since it has nothing to do with either side.

Focus target is a great keystone. It provides a new flavor to Veteran gameplay and is more useful than many would assume based on its stacking nature. It requires you to pick actual priority targets rather than spam clicking everything which makes sense with the middle tree being a squad leader archtype. The nodes surrounding it can be picked independantly and provide good additions to the ability.

Redirect fire gives a damage buff to allies in coherency based on the stacks the target had, but the real kicker is that it refreshed the buff with however many stacks it had, so you can ping willy nilly and give allies a constant damage buff. Very cool stuff!

Focused fire increases total stacks from 5 to 8 (which also buffs redirect fire from 7.5% total dmg to 12% total dmg)

Target down provides toughness and stamina replenishment based on the number of stacks on a tagged target to you and allies in coherency.

This is Veterans best general use keystone if the others don’t strike your fancy and my favorite of the bunch.

Marksmans focus is for shooting guys in the head. It has 4 nodes which can be taken independantly and each provides a unique buff. The ability has 1 major problem, especially for me a controller player. I strafe left and right to help my aim which means i always lose stacks before headshotting enemies which is a big deal for one of the keystones’ modifiers. This is killing the keystone for me and likely many more players.

Tunnel vision gives 2.5% toughness replenishment for each stack of focus. Good for aiding the playstyle of standing still. Standing still is inherently dangerous in this game so its helpful.

Camoflage gives 0.75 stacks of Focus per second when standing still or walking when crouched. This node is what saves the whole keystone for me. I can just place shots and if i lose a stack to strafing i can wait a second. Very good perk.

Long range assassin increases stacks from 10 to 15. 50% stronger keystone for 1 skill point is obviously really good.

Chink in their armor gives 10% rending at 10 stacks or more of Focus. This is the ability i meant earlier. 10 stacks is the max for focus without Long range assassin, so losing a stack before attacking is a big deal. 10% rending is decent. A normal lasgun like the 12 can actually damage carapace enemies with it.

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First:

Welcome to the Party (Forum) Reject… Fresh meat for the grinder called Tertium…

Second:

Decent summary so far… Reads very well

This one is my most personal impression from the Vet Tree rework >> “Veterans talent tree is still not flexible enough”… More flexibility between the Trees, combining some of the perks/abilitie nodes like u mentioned and a certain rearrangement of the skills to save some skillpoints (e. g. rearrange some of the skill into three parallel branches leading to a connection node instead of two parallel branches leading to a mandatory skill and then to an additional connection node) could at least reduce that feeling of inflexibility…

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In fact, it’s never been stiffer than now.

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The full potential value is 32% more damage on one target every 16+ seconds, or anything in between. You pay three Talent points for those 32% damage. One tax node you need to take to get there. One for the Talent. One for the sub node that increases the possible stacks to 8.

Targets in Auric usually come in clusters. A dozen Rager. Multiple Flamer. Three to four Bulwarks. Potentially a whole football team of crushers. Who are you going to Mark, and why? Maybe the Trapper that runs in behind all those Elites? Even those 32% more damage will most likely not change the breakpoint on it in a meaningful way. It is gonna die fast, with or without a buff. One of the Crushers, or Rager maybe? What about the other 10?

Is it worth it to target something with 32% more damage if nothing else is around that would make the situation dangerous? I dont think so.

Maybe its not about the 32% more damage, but the 12% more team damage you can stack up and keep up throughout the map. Doing so makes it impossible to stack up past four stacks, since the buff will run out before it can be refreshed. In reality, you probably will just mark away at that point, dishing out 4% damage buffs ontop of your 12%. (Does that stack properly?)

That Team buff will cost another Talent point, which increases the cost to a total of four, but you get the ability to mark at will back. The problem is that it is far from guaranteed that 12%, or 16% on the marked target, will help anyone reach a Breakpoint, making that extra damage that costs you four Talent points null and void.

I might just look at this the wrong way, or did not see the hook that makes this whole story worth four Talent points, but Focus Target just seems like a giant hole to fill Talent points into which would get you more damage and/or utility elsewhere.

That all just piles on top of the Issue that marked targets in general have the slimest life expectancy of all targets on the map.

Is a 32% damage buff on one target every 16 seconds really worth three points, or is a potentially permanent 12% damage buff for your team worth four?

I dont see it.

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The big problem is that, without camouflage, the left tree is absolutely worthless with anything besides braced autos and recon lasguns. The drain rate for those stacks is monstrous, and 3 seconds to move before that drain starts isn’t anywhere near long enough, considering the amount of legwork somebody who’s not begging to be deeply embraced by a Rager’s axes has to do. I think the most appropriate term for building it with a single-shot weapon is the ‘Zoidberg Build’ because the only way move while not having to reacquire those stacks over and over again is to crouch dodge. Whether or not you shout ‘woop woop woop woop!’ while doing so is up to you.

I’d like to think my aim is fairly good, and I use the single-shot Vraks or the MKXII based on my mood. It is a struggle to get and maintain those stacks without being faced with an easy to sweep yellow horde of unsuspecting shooters. And that’s just it. Even then, I was still able to mop them up without any problem. And that’s a big problem. Because not only is the left tree hard to maintain…it doesn’t do anything worthwhile even if you do. Considering that Camouflage locks off LRA, you’re only getting that 10% bonus reload and 75% finesse. By the way, making a perk that increases ranged finesse when finesse isn’t a stat that, to my knowledge, appears on any ranged weapon? That’s bad UX, period. You shouldn’t have to trawl through a wiki to find out what your guns do because the game so poorly explains it.

As for some praise? The Witch Hunter keystone is a much better time. The fact that the stacks…stack…and refresh the stack cooldown on new target death, even with low running stacks, is very welcomed. It promotes a gameplay style that emphasized the ‘Squad Leader’ archetype. I think just 4% might be a little low, considering how much maintenance you have to put into keeping it refreshed during intense fighting, but that’s a drop in the bucket of a complaint compared to how botched the marksman tree is.

I have no critique to give about the right side tree, because we have Zealots for that. If I’m ever feeling the urge to build the right side, I just swap to my Zealot, who acts as an infinitely superior stealth assassin, what with having their thunder hammers.

Lastly, I think there might be a bug related to Poxbursters and the Veteran. The last few rounds, I had PB’s approach me but, when it was time to push them back, they behaved as if they were targeting other players. Lo and behold, that was the case next time I tested it. I was being completely ignored by the burster. I think it’s pretty clear that a lot of this patch was reverting to an earlier fork, so perhaps some element of the old stealth perks bled through?

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Precise to a tee. FS seem to have forgotten their roots in VT2, the new skills are tuned down way too far, and the existing perks in the tree were reorganized to be even less accessible than pre-keystones.

In VT2, Witch Hunter’s Witch Hunt passive was a massively uptuned Focus Fire skill, just working globally for any tags. This was basic, but worked great with existing mechanics since you weren’t penalized for tagging enemies. In Darktide, there are two major issues with it. First, you’re committed to dumping your stacks on an enemy once you tag them. See a demonhost you want to warn your team to? Too bad, you’ll lose your stacks if you tag it – good luck. Second, there’s no way to regain your stacks in a fight except for time. This effectively means if I want to sink points in, the only time the skill will ever feel good is against boss units where there’s only ever one clear enemy to grant bonus damage against. For starters, this is easy enough to fix if Redirect Fire just returns the stacks that were on an enemy upon their death.

VT2 also had similar weapon switching mechanics to the Weapon Specialist keystone. Where in VT2 there was some interesting interplay, whereupon after a single melee kill your next ranged attack would fire a double projectile, here we have, as OP pointed out, a series of notes granting minor +20% stamina effects. Even if the numbers were blown way out, you’re still telling players that they should be pulling out their sidearm in a hoard to maintain their melee attack speed stacks, which is generally a poor way to play a game where you can’t dodge melee attacks with a ranged weapon out. Interestingly with these passive upgrades, most of them don’t actually even work right now. Some of the upgrades have no effect, and even the display breaks if you run them with executioner’s stance’s effect of swapping to your ranged weapon.

Marksman’s Focus is an absolute travesty. In a game where you constantly need to backstep a dozen charging ragers, the “shooting focused” tree has a perk all about standing still . There’s no blitz/ability to help with positioning, and no movement speed perks on the left side of the tree to get somewhere safe to even think about standing still. Really, the only time you might want to do so is if you’re invisible. Unfortunately Veteran is so restrictive that if you wanted to snake the tree, grabbing ammo regen and damage, invisibility upgrades, then Markman’s Focus keystone upgrades, you cannot.

Veteran tree feels a bit like the class was rushed out, and not well tested or organized. Parts of it feel salvageable if you weren’t forced to take irrelevant perks, as OP pointed out, to advance down a respective tree. Parts of it do not – in their current forms every one of the keystones force players to play the game badly by ignoring how games really play out with hoards, ragers, and killing of elite/boss units – and do so without really rewarding the player in any way unique and interesting enough to justify doing so.

If swapping weapons in combat had wild pushback effects, free ammo, brief invisibility/thread generation reduction, then it might work mechanically. If focus firing an enemy by tagging them returned its stacks or was recallable, could be applied by allies, or offered some enormous utility like stunning enemies near the target after a delay, then it might work mechanically. If Marksman’s Focus offered drastically reduced thread generation at high stacks, were moved to the other side of the skill tree under invisibility, or some wild upgrade like bouncing weakspot hits, then it might work mechanically. Unfortunately at the moment, the returns on the tree changes are pretty deep in the negative versus what we had.

Crossposting this from the other thread because it’s highly relevant. Just to reach PARITY with the other classes they would have to trim the veteran tree by 19 nodes. The ideal way to do that would be to merge talents and stat nodes so that there aren’t as many of them, especially now that a lot of them have been heavily nerfed.

But that’s only half the problem, the shape of the veteran tree needs a rework. The keystone branches are ridiculously long and it takes too many points simply to descend from top to bottom because there are so many prerequisite “tax nodes” just to pick the aura and ult you want. Compressing the top of the tree so that you can pick any blitz from any of the three starting branches was a step in the right direction but I strongly believe they should bulk up the top half of the tree by putting more talents before the blitz and between the blitz/aura/ult nodes.

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Note that you’re not losing focus stacks all at once. They’re going down one by one as you move. So in fact it’s not nearly as restrictive as you’re portraying it.

It’s very okay as a keystone. It’s still kinda overblown, I’ll gladly take either 1 less subnode or buffs to it. But it’s okay. It works, and it’s not really that strict at making you stand in one place. You can move quite a lot in fact, if you’re headshotting along the way. Chink in their Armor working off only 10 stacks is the only immediately bad thing about this keystone.

What’s worse, however, is the fact that Marksman’s Focus is not synergetic in any way with slow-shooting hard-hitting “sniper” weapons (aside from finesse stacking). Because you have to at least hit a weakspot to get movement restrictions lifted - that’s way more doable with a spammy weapon than a sniper one!

PS: In fact, I would consider other keystones worse. The left one at least have an achievable goal in mind and decent numbers (that checks out in grinder) to be useful. Central keystone is okay on paper, but extremely doubtful in reality - DT is just not about single enemies, not when you play anything beyond T3. Furthermore, even against a single enemy, bonuses are hardly “amazing” and more like “okay”. Right keystone is just a huge points dump for no good reason at all. It should be the one keystone with the least subnodes, judging from reading their effects and numbers, yet somehow it’s the one with MOST subnodes. Just why.

I also find it pretty ironic that central keystone is now the one most synergetic with PG. Tag & shoot is much more achievable than jumping through various hoops with other keystones. Plain damage boost would also be preferable for PG.

Well said. Hope this gets dev’s attention. The point’s you made are very accurate.

I swear there’s some kind of curse, because every time Fatshark opens it’s mouth about designing something it actually does the opposite.

The ‘crafting’ system, they claimed they wanted to avoid randomization, while building an entirely random system.

Initial class design reworked VT2 careers while they said they wanted to do something entirely new.

They intend to make Vet the most flexible class, instead he’s the most restricted.

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Honestly all I want is more cross-tree junctions like this:

and less junctions like this:

Taxing 1-2 points every time you want to branch out a bit or cross the streams doesnt seem like a lot, but you have to spend 20 points minimum to take the most direct route down the tree to a keystone. When you consider the 10 points left over has to cover keystone and ability modifiers that leaves you precious few points to play around with, and now that tax feels outright suffocating.

You want to take an ability from a different path? get taxed. Want to try out different grenades or auras? get taxed. The less you actually want to take from a different path the more it costs because you get taxed again branching back to your main path.

They did make the depth of the tree less expensive to cover, I appreciate that, but committing to getting a keystone and modifiers very easily nullifies any potential savings from the less taxing tree depth. Previously, I actually had more points to play around with because you weren’t missing out on keystones if you chose to go wide instead of deep with your spending, which is why I think the tree ends up feeling more restrictive overall.

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Did they? You need 20 points minimum to reach your keystone; Zealot is second highest at 18.

Did it previous require more than 20 points to reach the very bottom?

If they could reduce that number by 2 or reduce it by 1 while also making the junctions you’ve highlighted smaller, I think the layout of the tree would be in a significantly better place. It’d be a unique characteristic of the tree, provide flexibility (since you will save a point or two every time you cross the tree), and the slightly higher (19 vs 18) straight down cost would even things out

Previously it was 21 nodes (edit: old tree was actually also 20) to get to the ability modifiers at the bottom of the tree, but the 20 I counted to the new keystones doesnt include the extra depth of keystone modifiers beyond it. If you invested in so much to get the keystone you probably wont want to then skimp on those modifiers so you’d be correct to say its not really gotten much shallower in terms of node count.

I suppose its more correct to say you get more for the cost of going deep, since they removed a lot of the unnecessary stat nodes that literally existed just to tax your dive to the bottom meaning you now get more meaningful skill nodes for your points investment.

Previously the tree had stuff like this with back to back stat nodes and the blatant tax between you and the bottom ability modifiers that just didn’t feel good at all.

It was all 20 points (minimum) to get to the ability modifiers with the P13 vet trees.

Don’t mind the marks, it was the only picture of the P13 tree I could find.

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Thanks for catching that, honestly the best I could find to visually reference the old tree were old youtube video guides which didn’t have the whole tree on screen at once lol.

I somehow repeatedly double counted something between the start and the abilities so youre right the depth didnt improve at all, I suppose the improvement with removing vertical stat node tax is all it really has going for it in that way then.

God how veterans cry in any post always crying if not for their class it’s for what they have the others please…
The problem with the tree is that it has things that would be useful for a ranged build almost at the end of the melee tree and many nodes with junk passives for teammates or consistency and in the end with all that junk in between it is hard to build a build specialized in something.

this is designed to revive allies just because you think it lasts longer and has a passive that makes you revive them faster and with benefits plus there are nodes that give you damage after leaving the infiltration as well as the other passive that makes you less prone to be attacked.

Lol thanks for this!

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Hard to play. Not fun to play. Very restrictive and not rewarding.

Some kind of BDSM class.
First in line to switch sides and become heretic.

I made a concept of a reworked tree in another post, adding it here for discussion too

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