[Veteran] Reworked + Polls

For when Veteran rework comes around


The Veteran Tree is very well done slight adjustments except in overpowered and under used areas. Tree themes of Left of Distance / Accuracy / Weakspot, Middle of Support / Team, Right of Close Range / Critical / Fast

Slight reorganization, talent adjustments, and centralized nodes to free up for more build diversity, 2 nodes after blitz is actually more choice than a 1 central node into a single in every direction.

Rework Tree?

  • Yes, Give me Ogryn Streamline
  • Yes, Slight Tweaks
  • No, Keep it
  • Maybe
0 voters

Baseline Normalization:

New Iconics

  • Sniper Vision: While using ranged secondary, weapon special toggles to increase/decrease zoom state when used, state remains at last use when toggling between weapons swaps and primary fire to secondary fire.

  • Cover Peak: Current Iconic +25% Ranged TDR while crouching.

  • Flat Nodes removed: 5% Movement Speed, +1 Stamina, +0.25s Stamina Regeneration x2, +25% Suppression (Suppression talent does more), Inspiring Presence, +15Toughness

  • Flat Nodes Added/Combined: 10% Health, 10% TDR



Charismatic: +50% Coherency Radius and Regeneration

Current: No regeneration

Reasoning: Baseline Coherency buff to all class talents


Exhilarating Takedown: Replenish 5% Toughness on Weakspot Kill and gain ranged damage immunity for 1.5s

Current: Replenish 15% Toughness and gain +10 damage reduction for 8s on ranged weakspot kill. Stacks 3 times.

Reasoning: Removed ranged limitation for more sustainable toughness in melee and added ranged immunity on proc the main reason for DR while attempting ranged headshots. Ranged focused tree shouldn’t discourage basic melee.

Should it be Changed?

  • Yes
  • No
0 voters

Out for Blood: Replenish 5% Toughness on Critical Kill and gain 5% Toughness Damage Reduction for 8s. Stacks 3 times.

Current: No TDR, 5% Toughness on melee Kills

Reasoning: Balancing out Exhilarating Takedown with a critical focused version, with TDR as a melee focus build.

Should it be Changed?

  • Yes
  • No
0 voters

Get Back in the Fight: On taking health damage gain Stun Immunity, Slow Immunity for 1s, & restore 10% stamina, Triple this effect when toughness breaks.

Current: On toughness break 6s immunities +50% stamina. 30s cooldown.

Reasoning: Veteran cannot take hits, receiving bonus more frequent and still high return on actual break.

Should it be Changed?

  • Yes
  • No
0 voters

Covering Fire: When you kill a shooter enemy with a ranged attack allies within 20 meters of target clear suppression, replenish 5% Toughness, +10% Toughness Damage Reduction for 5s and +10% Movement Speed for 5s.

Current: 5 meter range, 15% toughness and 20% base damage for 3s any enemy.

Reasoning: Killing trash around allies not very necessary, detrimental and distracting. Should encourage killing the more serious threat of shooters who pepper down toughness and assist allies in reaching threats… or running away in a cover fire fashion.

Should it be Changed?

  • Yes
  • No
0 voters

Tactical Awareness: 100% Ability Cooldown Regeneration for 5s after your or an ally in coherency kill a specialist.

Current: Combat ability reduced by 6s on specialist enemy kill.

Reasoning: Normalizing CDR across classes, specialist also more rare / bursts of them, than elites so longer duration on Veteran version.


Twinned Blast: Grenades explodes twice restoring 20% Toughness of self and allies in explosion radius in second explosion dealing 20% damage/bleed or refreshing stealth based on grenade type.

Current: 20% Chance to throw an additional Grenade

Reasoning: More predictable, supporting gameplay

Should it be Changed?

  • Yes
  • No
0 voters

Keep Their Heads Down! = Suppressing Fire!: +100% Ranged Attack Suppression

Current: 75% Suppression w/ lost node, also removing another 20% from Competitive Urge.

Reasoning: Suppression already quite easy and supporting allies with increased melee damage.


Shock Trooper Critical Hits consume no Ammo

Current: Just Lazguns

Reasoning: Spread the passive, laz guns already have the best ammo reserves, currently works very well with Opening Salvo

Should it be Changed?

  • Yes
  • No
0 voters

DeadShot remove stamina cost per shot.

Current: each shot cost 0.1 Stamina

Reasoning: punishes guns that most need it.

Should it be Changed?

  • Yes
  • No
0 voters

Superiority Complex: +20% Base Damage to non-Ogryn Elites

Current: +15% Base Damage to Elites

Reasoning: Less synergy with Bring it Down now being moved next to it and extra damage against other elites.


Competitive Urge: When an ally in coherency kills an enemy you’ve damaged gain +10% Base Damage, +20% Stagger & Impact for 3s

Current: 2.5% chance for 8s +20% base damage, +20% suppression, no stagger or range impact bonus for 8s.

Reasoning: More reliable effects for crowded events, short duration for ease up time and supportive. Suppression talent elsewhere and permanent.

Should it be Changed?

  • Yes
  • No
0 voters

Skirmisher: +5% to all Base Damage for 3s after sprinting/sliding and successful dodges. stacks up to 3 times.

Current: +6.25% to all Base Damage for 10s after Sprinting. Stacks 4 times.

Reasoning: More up time where it’s needed encouraging mobile game play but not forcing random sprinting.

Should it be Changed?

  • Yes
  • No
0 voters


Blitz – Veteran defaults to 3 Grenades for all types



Grenadier: Veteran holds 1 more Grenade and may choose to drop 1 grenade when downed.

Every Blitz gains this optional talent, slight utility buff and flavor for Vet. Grenadier.



Smoke Grenade: Throw a grenade creating a lingering smoke cloud for 12s for first 2s allies in radius gain stealth.

Current: no stealth, 15s lingering

Reasoning: Utility save, recovery and reprieve usage

Should it be Changed?

  • Yes
  • No
0 voters

Extra Smoke: Increase radius, lingering smoke and stealth by 50% for Smoke Grenades


Kraking Frak It: +50% Damage and Stagger for Krak Grenades


Perfectly Packed: +25% Damage and Radius for Shredder Frag Grenades.



Survivalist:= Extended Mag: 10% chance for Veteran and Allies in coherency to not consume ammo on shot.

Current: Below as Passive Talent

Reasoning: Infinite ammo restore is too powerful of an Aura, Survivalist Talent moved to late middle tree.

Should it be Changed?

  • Yes
  • No
0 voters

Survivalist: Replenish 1% ammo for you and allies in coherency whenever anyone in coherency kills an Elite or Specialist. 5s Cooldown.

Reasoning: Aura replaced, more freeing to builds in late tree position.

Should it be Moved?

  • Yes
  • No
0 voters


Abilities



Executioner’s Stance: +25% of clip ammo is reloaded from ammo reserves, Cooldown increased to 45s.

Enhanced Target Priority: Executioner’s Stance now outlines Elites & Specialist enemies for allies in coherency for initial duration. During this time anyone killing Elites & Specialist highlighted restores 10% toughness for Veteran and allies in coherency.

Counter-Fire: Executioner’s Stance now outlines all ranged enemies and reduces ranged enemy’s damage to Veteran by 25% (Locks The Bigger they Are..)

The Bigger they Are…: Executioner’s Stance now outlines all Ogryn, Monstrosities, and Bosses. Veteran gain +15% Rending & +15% Damage against Ogryn, Monstrosities, and Bosses while highlighted. Duration increased by 5s (Locks Counter-Fire)

Locked and Loaded: Now Reload ranged weapon completely on use, +25% reload speed while active. Reloading replenishes 25% of toughness while active.

Reasoning: Every Ability in game has toughness regeneration except Executioner’s Stance added. Counter-Fire increased range specialist defensive edge against enemy shooters / highlighted. The Bigger they Are… expanded use and desirability for the big fights.

Do you want parts of this?

  • Baseline
  • Counter-Fire
  • The Bigger they Are…
  • Locked and Loaded
  • Other
  • No
0 voters

Voice of Command: Cooldown increased to 60s

Duty and Honour: Voice of Command also restores 100% toughness to allies in coherency and provides +25% TDR for Veteran and allies in coherency for 10s.

Only in Death Does Duty End: Voice of Command has +33% radius and revives Knocked Down Allies. (Allies Gain other boons related to being pick up… LNOB)

Rallying Cry: Reviving allies reduces Cooldown by 50% and for each staggered enemy reduces cooldown by 1% up to 50% max.

Reasoning: Remove gold toughness, add a TDR boost in place with 100% toughness for allies. Encourage revive shout by removing downsides and should also couple with LNOBehind and Rallying Cry. Increased cooldown and supporting cooldown talent for good usage.

Do you want parts of this?

  • Baseline
  • Duty and Honor
  • Only in Death does Duty End
  • Rallying Cry
  • Other
  • No
0 voters

Infiltrate: Same

Low Profile & Hunter’s Resolve: Lock each other out…. Noob trap

Overwatch: Gain second charge but stealth duration is reduced to 5s.

Surprise Attack: When leaving stealth and after, first melee and range attack gain +100% Critical Damage & +100% Critical Chance.

Reasoning: Tree balance and protection for noobs you either want to be ignored or damage reduction. More use of second charge without massive CD penalty. First attack boost to infiltrate with more veteran twist of right tree critical focus and swap focus.

Do you want parts of this?

  • Lock Outs
  • Overwatch
  • Surprise Attack
  • Other
  • No
0 voters


Keystones



Hitting the Mark:Ranged Weakspot Hits, Ranged Kills, & Melee Weakspot Kills each generate 1 stack of Marksman. Stacks up to 10 times, lasting 5s. Each Stack grants +10% Finesse Damage.

Tunnel Vision: Gain +2% Toughness Damage Reduction per stack and restore 2% Toughness per stack gain.

Chink in the Armor: +2% Rending per stack.

Steady Hands: -5% Spread, Recoil, and Sway per stack.(Locks out Still Time)

Still Time: Double duration of stacks (Locks out Steady Hands)

Reasoning: More emphasis on all weakspots and maintaining with time limitation rather than movement. A Ranged weakspot kill with award 2 stacks. Slightly higher rending / range finesse. More support for rapid fire weapons.

or

Gathering Focus: While not shooting gain 1 stack of focus every 1s, Successful Range Weakspot hits gain 1 stacks of focus all other range shots remove 1 stack after applying effects of focus. Focus stacks up to 10x. Each Focus gains -5% Recoil, -5% Spread, +5% Ranged Finesse Strength.

Focused Shot: Trigger Pull at max stacks while using secondary, fires at +100% Damage & +25% Rending with boons, 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 +100% spread with boons, consumes all stacks. (Locks out Focused Shot)

Never Flinch: At max stacks while using ranged secondary gain Immunity to everything for 1s

Peak Focus: On reaching max stacks restore 20% Toughness, 20s Cooldown.

Reasoning: rewards accurate shots and unique special shots at max, as well as toughness and a clutch shot invulnerability second. Loss in stacks for inaccuracy, less ranged finesse and easier upkeep.

Which would you prefer?

  • Hitting the Mark
  • Gathering Focus
  • Other
  • Current In Game
0 voters


Focus Target!: Tagged enemies gain focus target increasing damage taken by 10%

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.

Reasoning: More team play tagging less stack management.

Focus Target Change?

  • Yes
  • Other
  • No
0 voters


Weapon Specialist: Gain Ranged Specialist on Melee Kills (Stacks 5x) Gain Melee Specialist on Ranged Kill (Stacks 1x)

When you wield your ranged weapon. Ranged Specialist activates, gaining +2% Critical Hit Chance, +2% Attack Speed, +2% slide speed and distance for 10s per stack. (10% max)

When you wield your melee, Melee Specialist activates, gaining +10% Attack Speed, +10% Critical Hit Chance, +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.(25%)

Invigorated: On activating Melee Specialist your weapon special activates instantly, restore 10% Stamina and reduce stamina cost by 10% for duration.

On Your Toes: Activating Melee Specialist restores 25% Toughness, Activating Ranged Specialist restores 5% Toughness per stack. 3s Cooldown for each.

Reasoning: general 10% theme with critical chance and attack speed on each proc that stack with each other and fit crit / speed theme of right tree. Combined weaker sub talents into singular powerful talents.

Weapon Specialist Changes?

  • Baseline
  • Always Prepared
  • Invigorated
  • On Your Toes
  • Other
  • No
0 voters


Possible New Passives: added to tree or replacing late tree ability modifiers.



Last Stand: When stamina is depleted, stamina spender cost zero stamina for 5s. Can only occur once every 60s.

Specialist: Weapon Specials have increased effects per weapon (Power Sword: +1 Charged Swings, Chain Weapons: Faster Shred Animations, Power Maul: Small AoE Stun, Devil Claw: Can proc twice, Shovel: Faster Animations, Staggers: More Stagger)

Snipers Suppression: On suppressing enemies they are stunned for 1s (Swatting fly / lowest suppression movement) before reacting to suppression, this effect does not add to suppression duration. If suppression is less than 1s they are still suppressed for 1s.

Sucker Punch: Non-Weakspot hits gain +20% Damage, Impact and Stagger.


Thats my Veteran rework suggestion for later this year :wink:

2 Likes

It’s pure, unadulterated power fantasy… And I love it.
I’m getting too old, too slow, too distracted and too tired - guys who have 1/20 of my hours are kicking my ass on Havoc.

Post Verbum:

Also - the damage immunity have to be removed. It should be balanced around +% of toughness dmg reduction. Immunity/damage ignoring should remain in Zealot, Psyker and Ogryn hands.

Reload speed however… We are trained guardsmen. Speedy reload should be second nature.
Auto buff for the class => https://youtu.be/WzHG-ibZaKM?t=49

1 Like

Thanks, the range damage immunity is part of gun play blessings now… unless your referring to the keystone 1s for a clutch shot, I think it’s a small enough window to be a skill to use… even have my zealot immunity wasted when a mutant grabs and smashed for entire duration.

1 Like

Yeah… maybe 1s immunity for “skill shot” will not be that bad.
It needs testing.

1 Like

2 Likes

Ok, that one is a No.
Or at least a no if not properly explained - when you pull out weapon, it gets its special activated (it’s only beneficial for PS) or just a click and special is active without animation?
Either way - it excludes weapons which specials are a plain attack or parry (standard shovel, dueling sword, Catachan claw ect.)

Instant activation is a bit much and I’m quite sure it will cause some problems with code.
Something else have to be proposed. Maybe + dodges or % of dodge duration?
But then again it’s stealing from unique features of Psyker…

Hmm.

1 Like

Yah everything…most tweaks are not needed many just for more fun / flavor. Could just combine current talents as is. Just tried making it more interesting… the complicated version would be improved weapon specials on swap… which would vary in explanations per each weapon.

The more talent syncs in keystones, blitz modifiers and ability modifier will make reaching everything you’d want much harder than current builds that just skip keystones altogether.

Also cleaned up my tree math below, Veteran by no means is in dire need and seems to be the model tree they may even make his pathing a lil shorter to keystone he just has the biggest glut of Operative modifiers and most of these changes will shift the loss into blitz & ability modifiers. Zealot & Psyker have biggest lack of diverse trees and close to same glut in operative modifiers.

1 Like

I was excited to have a look over this, but you Gutted Exhilirating Takedown. Not only did you do that, you made it extremely overpowered.

Then, you didn’t even bother to offer an alternative for the risk/reward of Headshot playstyle. These arent balance changes, they’re individual playstyle fixes.

Survivalist isn’t overpowered, its too much QoL for teammates who cry when they don’t have it and need to literally adjust/get better. The meta is absed off crutches and people don’t liek this, and so want those crutches given out to everyone rather than consciously adjust and focus on their gameplay.

This is evidenced, again as I have seen lately, in Chink In The Armour where multiple users are tryign tos abotage it to remove the skill element of stacking. The problem lies in the stacking itself not in the talent.

No thanks.

A couple thoughts:

Krak should auto-detonate the second its magnetism effect attaches it to something. I cannot think of a scenario where you wouldn’t want it to detonate against a carapace or monstrous target.

I’d love to get some ranged brittleness AoE back. Shredders were nerfed from proccing Onslaught… then a year later Penetrating Flames was made available for Inferno Staff and Flamer. Maybe tack brittleness onto Krak’s magnetism effect? While it would provide no benefit for standard carapace enemies, it could make it a more viable choice with havoc high boss concentration.

2 Likes

Krak Grenades have AoE. They can kill multiple Bulwarks and Crushers at a time. If the Grenades were made instant (which they will never be) you’d end up nuking every pack of engaging enemies, then people would complain they’d have to deal with them, when in the hypothetical world they live in they shouldn’t have to because everything happens in Meta-land, and you’d be pigeonholed into taking Kraks because most people totally lsiten to the Meta at the expense of ddeveloping skill.

Of all things, Vet doesn’t need AoE brittleness, thats on and up to all the other classes. Vet offers ranged and precise singletarget damage with some light aoe/cc.

Krak’s do have AoE, but it’s incredibly small and requires enemies to stack/overlap. I can pop multiple in close range, it’s trickier at distance. Moving lethal proximity to a talent might be an option.

These theoretical complainers generally don’t play in my ideas for a post soliciting veteran rework ideas.

This is all buffs, its not a rework.

I know, which is why you acknowledge the Drawback of Krak nades then seek to eliminate that drawback..

I don’t feel kraks are currently an A tier option. Judging by the Ogryn rework getting everything to A tier seems to be the Devs goal. Fuse delay if it hits the ground is fine, but the magnetism seems reasonable to me. Edited to remove snark.

Ogryn, clearly, needs to be nerfed by having the ammo perk only increase by 15% and the standard toughness regen talents reduced by a further -5%. They need to tank, but not to the extent braindead leftclicking encourages them to break off from the team. Aas it currently is, trust me I do know, I play max attackspeed Ogryn with doubletoughness regen Club… its beyond broken and ONLY leaves the excuse of lack of situational awareness/skill. The class plays itself. This should not be the norm or standard. Its an appeasement to the Zealot players of yesteryear.

I don’t support the devs goal, I acknowledge this is their game, thankfully. Theres a difference. We do not need everything buffed to braindead levels just to appease people who struggle to comprehend skill is a thing and everyone wants to play Havoc 40 and win every time. If you think counterintuitively to this and this ‘Devs want braindead play I’ll make my suggestions’ thats okay its your choice but I’m against it.

I don’t want to be able to instanuke a pack of 3 Bulwarks or Crushers reliably. That has been the meta-playstyle fr a while now and we’re only just getting back to having to engage with them rather than delete them, and I understand you might not enjoy this and want to nuke the pack, but I don’t.

Or am I mistaken? Because almost all of the changes listed above are along the same vein, stupidly overpowered and totally broken. Chaining stunning Immunity with Infiniate stamina? Come now.

edit, forgot to address

What do you mean by ‘A tier’? and why does everything need to be it?

Shredders offer a screenwipe similar to Ogryns in that you can clear with melee or spend something. Kraks get a Bulwark off you and help with additional damage on big things.

I’ve posted two total changes. Faster krak detonation if a target activates magnetism, and the potential to apply some brittleness to krak targets that activate magnetism, the smallest AoE grenade in vets arsenal.

I don’t think either one of those suggestions warrants, “if you think counterintuitively to this and this ‘Devs want braindead play I’ll make my suggestions’” so I’m just gonna hop out of this discussion. Have a good day.

1 Like

Thats fine. Theres a reason Kraks were nerfed. Its the reason you’re suggesting be brought back.

Okay, more grenade rework ideas:

Grenade Tinkerer Changes

Frag-(Unchanged) +25% Damage and Radius (Damage applies only to initial explosion as currently coded)

Krak-Single target only (reduce AoE or code change), +50% Damage (current), +10% Brittleness to target, stacks 2 times 5s cooldown, stacks with other sources of brittleness [Removes the potential of multiple targets, but leans into the boss killer roll emulating the Exploit Weakness talent by cracking a bosses armor].

Smoke-Remove 100% duration, reduce opacity by 50%, apply radius of effect marker on the ground to clearly indicate protected area (I’d make these base smoke changes), if thrown normally (left click) smoke grenade goes off as normal. If smoke grenade is underhanded, equipped stim is consumed and the Smoke AoE gains a stim influenced effect for all party members inside the radius of the smoke upon detonation equal to roughly 25-50% of the effect of the individual stim per party member effected.

1 Like

You can interpret my replies however you wish, but I’d like to know why you want Kraks to apply brittleness in an AoE? They already kill what they hit leaving no need for Brittleness. On Bosses, other classes can spec to supportt the team in this regard better. Vet amplifies the damage going onto the target.

As you mentioned, Vet does this already if he specs for it, with his melee for 20% and his ranged for 35%. Its not his problem the ‘META’ is at a point that he simply struggles to do this for the ammo because people rather than all the teams ammo on hordes. Vet has multiple ways to deal with Crushers, they just aren’t ‘META’. Skullcrusher is a good example, and is similar to the Focus Fire keystone people are currently enjoying complaining about because they cant spam it 24/7 with no drawback. Its a damage amp for the team when they need it, or on soemthing we want dead.

Personally, I think Smokes are fine. Theyre fun, have a LOT of tactical use, but simply aren’t meta. They require skill. People in games have no idea smoke isnt to be put on you, its to block sightlines and onto the enemy to disorientate, allow a push, etc. People who throw it onto their team and then struggle to kill ranged with their PG well, what do you expect? This kind of player trusts the META brain more than his own.

Vet nades are for scoreboard chasers. Just because they are used like that in the META doesnt make it right. They are supposed to be used depending on your kit. Synergy, like everything, is key. Shredders buy breathing space and less time needed to be spent in AoE. And you can wipe screens. Shredders are mostly spammed by players who use them in situations that theyre melee should handle, but they can’t due to a simple lack of skill and teamwork. Thats not the grenades fault. Theyre a fallback nade, they assist with gettign revives (Which Veteran is by far suited for) and they thin out a ranged pack just right for you to swoop in and murder them all.

Kraks are the opposite, but they have the aoe stagger effect so you can still use them for the multitide of times you need an AoE stagger albeit smaller. They are great for breaking upa heavily armoured pack, have great KD (knockdown) o nthese targets giving much appreciated breathing space and most importantly, they are for when your kit DOESNT kill crushers/bulwarks fast ie youre running recon/some other auto ora Lasgun. There are plenty of melee weapons that can deal with melee just fine, Shredders, like almost all of vet currwently, speeds up actions. Shredder on melee = less time needed to melee them. Krak on armoured = less time dodging and dpsing them.
Kraks have thankfully been tuned to the point they are the aprt oft he Kit that quickly removes that Bulwark on you, breaks up a pack f crushers, and offers nice damage to bosses over the course of the fight if your kit isn’t suited to this. Its a swiss army knife.

This concept of breathnig time and how Vet alleviates it ina multitude of situations is core to the class but the meta is ‘hurp durp bolter/dueling swrd cos I said so’.

I like youre idea of Smoke-Stims, but don’t like the mechanic of consuming your stim. I don’t like it not only because it means you’ll never get to use Stims which are a fun and engaging part of the gameplay (Hurts when I see a h40 Ogryn go past a dmg stim when hes empty. Just the level of gameplay nowadays and noone wants to listen). Perhaps this could be baked into the Support med/ammo kit talent or the passive mvoe speed also gives 25% of stim Effect used to Allies in Coherency, when used (NOT permanent, only allies in Coherency when its used by the vet?). Its a unique, flavorsome idea that would definitely add an extremely powerful aspect to vet other than VoC.

I dont like the idea of smoke being outlined. This kills immersion. Some of us play with no flashing helpme lights. And enjoy it like that.

This is what I lean towards after reading through your concerns:

Krak-+50% Damage (current),Overhand throw unchanged (multitarget), Underhand throw Single target only (reduce AoE or code change), +50% Damage (current), +10% Brittleness to target, stacks 2 times 5s cooldown Removes the potential of multiple targets, but leans into the boss killer roll emulating the Exploit Weakness talent. Underhand nature would also allow it to be used with stealth.

Core Idea: Allow Grenade Tinkerer to apply a toggle effect to Krak and Smoke grenades utilizing the overhand/underhand mechanic.

Smoke radius marker: I can see where that would be an issue for immersion. Maybe just reduce the AoE visual slightly to better match the area of coverage. Currently distinction between protected or not protected at the edge of the visual is only indicated when you start getting shot at.