Veteran Talent Tree: Problem Nodes and Hostile Design

This feedback aims to mainly focus on bad/useless nodes with some added feedback on the general problems with the setup of the talent tree.

I start my post by thanking @MarxistDictator for pointing out how much better the Deep Dive version of the talent tree looked distribution-wise. Anyone map the current nodes onto the tree and see how much better it is just by looking at it. It isn’t perfect, but the positions of the nodes are way better. I don’t really know why we didn’t get this version, probably there would be a lot less negativity, even if the bad nodes are still bad on it.


Now the actual post:

Now that I had time to play around with the talent tree I came to the conclusion that it is designed in a way to tax you useless nodes as much as it can forcing you to take subpar options for a lot of weaponry. The tree is also absolutely full with nodes that are completely useless for Auric difficulty, and choices between 2 bad options. This post is focused on the bad nodes.

Now, I don’t know if the suspicions about the testers seeing Vet as a problem are true, but due to how the tree is set up, and how brutally some playstyles were destroyed, with 0 dedicated support to iconic Vet weaponry it’s hard to argue against it.


First start with something going completely against what was written in the Deep Dive: Shock Trooper

Shock Trooper

Now I wouldn’t say this is a bad node, it’s a great node, one that enables Lasguns, Recon, and especially Helbore with the right setup to have basically infinite ammo (or in Recon’s really good ammo supply/sustain compared to anything else). The problem is that it goes entirely against the philosophy outlined in the Deep Dive.

It’s exactly that. A mandatory node that offsets the entire balance of a particular weapon(s) and it’s mandatory for maximizing efficiency, and an absolute pass for any other setup that isn’t using those particular weapons.

I’m not against these types of nodes. Actually seeing how many Veterans are running Helbore which is currently (almost certainly) the best-performing Sharpshooter weapon, we might need more like this. Either that or it should be changed, and las weapons shouldn’t be balanced around this node.


Continuing from the left side: Catch a Breath/Kill Zone

These nodes are close to useless in Auric Level missions, and completely useless in Auric STG or Auric Maelstrom missions. There isn’t really that much time when you aren’t completely surrounded by enemies, and in those quiet few moments, these Nodes aren’t needed at all.

I think these nodes are fine on lower difficulties and low-intensity engagements (and shouldn’t be deleted/changed), but these should be a choice between these and generally really good nodes, like Always Prepared (+ammo) and/or Determined (Suppression Immunity), and not like something that comes next.


Opening Salvo:

Opening

First, I don’t know why this node isn’t somewhere at the end of the precision tree, second, this is one of those nodes that is just worse than any travel node (maybe the suppression one is worse).

I have trouble seeing any situation where this would be useful. Maybe an anti-roulette revolver where you always keep your weapon full? There are so many good ways to make a precision crit node:

  • Ranged weapons have +10% Critical Hit Chance.
  • The first shot in a salvo has +10% Critical Hit Chance.
  • Weakspot hits have +10% Critical Hit Chance.

Something that makes it a reliable bonus. It’s currently just a tax node if you are going into Executioner stance and it’s up against Kill Zone which is just useless on the hardest difficulties.


Traveling to the Right: Twinned Blast:

Twinned

Now this might sound fun, but 10% chance really? It does sound fun, additional grenade… but with a 1 in 10 chance?

This node should make your Grenades twin either when on full capacity or when it’s the last one. It would make it a really powerful node, of course, one that’s worth going for in a grenade-heavy build.


Another why%: Competitive Urge

CompUrge

This is the lowest percentile chance to trigger ability in the game, and worst of all it’s tied to a damage boost. Totally unreliable. The worst part of this node is when it actually triggers it’s a substantial damage boost that actually makes a big difference. It’s also the complete opposite of Take a Breath/Kill Zone, as in it is actually a lot more useful in high difficulties and High intensity where the hordes are bigger, and the enemies are more numerous in general.

Either increase the chance so it can trigger reliably (while maybe lowering the bonus) or give some toughness to Veteran when allies kill things close to them/in coherency (something that is the opposite of the Born Leader). Stealing VT2 SoTT ability where you gain a portion of the overcapped Toughness gained from others would be very fitting.

I’m also fine with a replacement with something entirely different.


Honorable Mentions: The New and Dull Auras

I’m not going to go deep into this. These are just bad. They already going up against Survivalist, but even then these are the worst auras in the game. I have a feeling that Field Improvisation should have been an aura, but maybe I’m wrong.

Fire Team should at least be 5% damage or 10% specialized damage (+10% ranged damage perhaps). This could also be something like Tougness can go over the cap by 10% while in coherency, would synergize well with Iron Will for the vet and it’s a very “inspiring leader” type aura.

Close and Kill at least gives a boost that can actually be felt. Still don’t like it.


Honorable Mentions: Melee Tree

Now right out of the gate, why does the beginning of the close-range/melee tree start with +5% Suppression? Shouldn’t it be something like Critical Hit Chance or Melee Damage… Toughness Damage Reduction maybe?

That out of the way I just wanted to take a moment to look at the general design of the tree and how much it is set up against Class Weapons.

While Duck and Dive is a good general engagement tool the next 2 sets of choices are dedicated to:

  • Quick Weapon swapping between melee and ranged. (Agile engagement)
  • Dodging a lot in combat. (Reciprocity)
  • A lot of small fast hits to increase damage. (Serrated Blade and Onslaught)

Now Power Sword the Melee Class Weapon of the Veteran:

  • Requires activation to reach its full damage output which takes time.
  • The lowest mobility melee weapon in the Veteran’s arsenal.
  • After activation deals a large amount of damage.

Now still, Power sword does get some boost from these nodes, but it gets less than any other weapon. Now if you pick Power Sword and want to maximize its potential you have to get through a bunch of nodes that give very, very little to the weapon’s efficiency, while any other weapon get’s a huge boost. I think this can go into a “being taxed” category.

How little extra is on the tree for some other weapons a lot of Sharpshooter players enjoyed (Bolter and Plasma) is very apparent. Also, their (almost) must have node of +ammo being buried deep in the left (precision) side of the tree, but that’s another topic I’m sure you’ve seen feedback on.


Biggest Offenders, the Worst of the Best: Tactical Awareness & Confirmed Kill

I want to start by saying that these aren’t weak nodes. They are actually very, very powerful ones. Then what’s the problem? There are multiple…

Tactical Awareness is all that the Veteran has to reduce its cooldown and it is entirely reliant on actually getting the last hit on specials. This can turn helpful allies dealing damage to the incoming horde of specials into… Infuriating kill stealing … People.

While on the other hand, the Zealot who charges the flamer won’t be happy that you took his kill even if it was for the greater good of being able to get off another Commanding Shout quicker giving a teamwide buff or getting someone off the floor quickly.

Confirmed Kill is equally bad in this regard. Your toughness sustain is so reliant on getting the last hit on elites and specials that you turn into a maniac trying to gobble as many of the elite/special kills as possible so if you accidentally touch fire from the 4th flamer or the 3rd bomber coming in this wave you will be safe.

Hearing shards flying or a Zealot next to you gives you an instant adrenaline rush that you must absolutely take the kills so you can have some regeneration going, or have your Combat Ability back in time.

Both of these talents aren’t that bad on traditional stay-back-and-shoot Veteran playstyle but with frontline play or Voice of Command team support, I don’t think these Nodes push you towards healthy playstyle. I’m certainly not enjoying it, and when I start shooting whatever the Zealot is fighting just to get the kills he won’t be happy either.

Other classes get CDR and Toughness regeneration tied to their own abilities (that aren’t restrictive) or team-wide performance. Ogryn gets CDR on Elite killed by anyone in coherency, Zealot from a lot of sources, and Psyker has the closest one with Psykinetic aura, but…

The last 2 problem with these two Nodes is how incredibly impactful they are and that Veteran has nothing else to go for. Forgoing these two talents is almost impossible, even with a precision-based build that can take advantage of Exhilarating Takedown you think twice before forgoing Confirmed Kill since that’s the only Toughness Regeneration source Veteran has that can go on even after receiving damage, making sure you are topped off.

I think they should be reworked in some way to include kills taken by others (with proper adjustments to power level) or include elite/specials that you damaged to grant the bonus. It would also welcome the introduction of new possible ways of toughness regeneration and CDR that don’t make you a maniac running after kills.

To anyone not really getting why am I getting angry at allies “taking my kills” just think about the old Brain Burst when people kept shooting at the targets making it hard for Psykers to keep up their Warp Charges.



After thoughts:

While all new Combat Abilities and Blitz Abilities have problems, or a bit weak but they are actually fun additions that just seem to have something missing. Also, the overall reduction in the Veteran’s ammo capacity is a crime. Let the Sharpshooter shoot most of the time, even if he isn’t running a las weapon.


Now… Until changes are made I put aside my beloved collection of Plasma Guns that has almost no ammo, had no substantial changes, has no proper support in the Veteran tree, and can’t even chain Volley Fire (Executioner Stance) on Ogryns anymore, which can’t even penetrate bruisers on a normal shot and swap it to a Voidstrike staff that requires no ammo, has almost infinite cleave, does incredible damage, vents heat faster while dealing no damage to you and sits on a class with way (waaay) better survivability and sustain. Please don’t nerf Voidstrike until Veteran is fixed, don’t take away my fun.

20 Likes

Agreed for the most part. I don’t truly mind competing for special kills tbh (though Assail does make it a big hassle), but I can see what you mean. The tree encourages (for all three final paths) for you to pop your ability a lot. And when we’re relying on special kills to do so, well…

But I fully agree on the vast amounts of ‘useless’ nodes, especially considering how little you can deviate from a path in the veteran tree compared to our peers. In other words, it’s incredibly linear -especially- in the last stretch of the tree, which all lead to not-keystones which are, truthfully, incredibly uninteresting and underwhelming.

Some more freedom on the tree and/or fixing the final lines would go a long way. Especially the mandatory 5% suppression on the melee line, like-- what? Why?

2 Likes

Veteran also has the most stat nodes by a wide margin, at 25 (ogryn 19, zealot 16, psyker 18).

So much of the pre-talent-tree veteran’s stats are tied up in those nodes and they are so spread about that you practically can’t build a veteran back to what they were stat-wise without losing out on many other talents and abilities.

They are also unskippable fodder nodes to get to more impactful nodes, especially in the exclusive lower branches of the tree.

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The funniest thing about this is while they reduced the base toughness so human classes are more in line with each other Veteran kept its horrible stamina recovery delay, but they also added Stamina delay reduction nodes we can take so we can have better stamina recovery delay… in line with the other human classes.

It started to become infuriating when I tried out a full melee-focused vet build. It actually felt great playing it even if it was just budget Zealot… Until I noticed that I couldn’t really take kills before anyone but a friendly Tank Ogryn. Be it shards, Zealots (Knife, Axe, Evis doesn’t matter) get the kill so much easier, and it just plummets the survivability. Also after touching fire the 3 flamers you are pushing yourself towards can get you back to full and also recharge your Combat Ability… Unless someone else finds them great targets.

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Probably at full capacity, either way it’s pretty abusable with 60s nade cooldown. Spend all nades → every nade is your last now.

Also would like to see some grenadier specialization - fast throw like with zealot knives and some meme stuff like upon being knocked you drop 1-2 frag nades.

This, add here it can be triggered when you are reloading, reviving someone, etc. Such a waste of buff time.

Yeap, you shouldn’t compete with your team just to survive.

I don’t know what’s their problem with weapon specific keystone.

Like if you want to play as breacher you need to move and be in close combat - shotguns, revolver, braced guns. Give some nodes that can convert movement into toughness and grants some protection during sprint.

Are you going slow heavy specialist - bolter, plasma, meltagun? Here is your extra +HP and +toughness. More into bolter? Expansive bolts can’t pierce, but explode armored enemies on kill causing nearby enemies to take some damage. Deeper into plasma tree? Aoe for charged shot.

Small ammo mag weapons/pistols - auto reloading with time while holstered.

You realy like bayonet on your lucius? Bayonet deals more damage and replenish ammo on kill.

There are so many things you can add for keystones and playstyles, not just headshots and raw damage like rend,

5 Likes

That’s actually a really fun idea. Much better than the 10% double throw.

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I get the feeling the auras were balanced around ‘how strong would this be if a full guardsman party took a single aura to an extreme?’ and then pre-emptively balanced around said theoretical extreme.

A 12% flat damage buff or 20% movement speed increase just for having 4 guardsmen standing near each other sounds like a reasonable limit on paper, its just that such an extreme is irrelevant to basically all players who are left with really anaemic individual buffs instead, to the point where fire team feels inferior to even a simple 5% damage stat node (Ironically you pick up one of those 5% damage stat nodes to take the other Auras anyway).

In the defence of Close and Kill though, I do find it attractive since its a unique mobility modifier which otherwise has no options besides stamina management. It would work quite well for shortening the time spent away from the group when quickly grabbing things, quickly catching up to the group, and then helping the group as a whole move from A to B a bit faster to cover more ground between encounters…

Id love to try it if the tax for going to the other side of the skill tree and back wasn’t so prohibitive.

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There is some prevention of crossover buffs, Fatshark layed out the trees this way for a reason, but “ranged” Veteran in terms of Executioner’s stance seems fine

Sure you lose terminator shields, which were cool

I will prob stick with shout/melee run and gun laser but you can really get a gunner feel with Executioner’s Stance and Autogun, even without refresh talent. Executioner’s stance cooldown is only 25 seconds; less so if hit specials

Auras don’t stack. Even if they did there are other auras that sound way more broken if stacked, Psyker with 4x 10% CDR and Coherency wide CDR on Elite/Special kill? Yeah, that actually sounds OP.

But why tho? Every other class can get 70-90% of what they had (including picking all choices they had to choose between) and still have points to play around with getting the new power stuff, meanwhile, Vet is partitioned off to a ridiculous degree where you either go for the new stuff and loose half of what you had or you don’t really get to play with the new stuff (which is either lacking or not so great).

My problem is that good build options are very limited. Currently, there is the Precision build with Autogun or Helbore, or you go Recon and that’s that.

  • The heavy build is in a dumpster with not-so-great damage compared to previously and absolutely no ammo (Plasma, Bolter).
  • Full melee Vet is fun, and even really strong below Auric-STG, but nothing more than budget Zealot.
  • Braced autogun, heavy engage frontline shooter style has some serious ammo issues and due to how TDR is set up lost a lot of its strength defensively.
  • Power Sword is now not just a bait pick, but also taken over by Catachan IV offensively.

Many of these problems come down to ammo issues or no actual support for the weapons. Can’t even run Laspistol melee heavy playstyle without constantly running out of ammo if I’m not running scavenger (and taking no ammo on crit is way too many points).

Just look at how Autogun/Helbore was mega-buffed, both by buffing the actual weapons and strong support from the tree and tell me ranged weapons are balanced on Vet in any way.

6 Likes

Huh, that sounds stupid if thats the case since it effectively punishes a team for having duplicate auras which isnt really controllable outside of teaming with friends. Completely defeats the point of team oriented perks imo.

All very accurate conclusions I feel. The lack of additional ways to get cooldown and toughness are the most keenly felt next to the talent taxes imo.

If I might offer some of my own observations and critiques.

I agree wholeheartedly with your assessment of the worth of these talents, but I do think they should be reworked/replaced. Kill Zone would work much better if it was something like “+X% base ranged damage against enemies that are above 90% health” and Catch A Breath has never been useful past Malice difficulty.

Fire Team should just be the new Witch Hunt. 10-20% bonus damage vs tagged targets for the veteran and allies in coherency. That way it would be both good and thematic for the ‘squad leader’ role.

Close and Kill could stand to have its value increased or be given a clause where it increases further increases speed while sprinting.

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Longshot starts working at 8m and maxes out at a whopping 30m. At the average range of Darktide’s engagements it is giving somewhere between 0 and ~12% damage. Suffice it to say this talent is not particularly great overall and on some guns it verges on useless. I 100% always resent needing to take this talent to get down to Volley Adept and frag grenades. It should be moved elsewhere, probably buffed, and replaced with something more generally useful to all guns.

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Vanguard is just a weak effect for a talent, full stop. It’s just barely better than a curio perk, which can give up to 15% sprint cost reduction. I respect that there was an attempt made to give veteran a way to fix his horrible mobility, but Vanguard really needs an extra effect to sweeten the pot like stamina regen delay reduction or something.

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Covering Fire, though buffed, still sucks. It provides zero benefit to the veteran himself and is almost totally unnoticeable on teammates. It should be replaced wholesale because it can never have great value while all classes are designed to be very self reliant on toughness generation. Maybe the current design could be salvaged if it provided toughness over the cap, but I think I would rather just see it scrapped.

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Out for Blood is an incredibly weak talent sandwiched between a bad grenade and a lame aura. I would not be surprised to learn that it is the least picked talent in the entire game right now.

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Leave No One Behind is not the worst talent ever, but I do feel it could stand to give the veteran something for helping their teammate. Maybe give veteran DR for the duration of the rez/assist animation and for the 5s afterwards?

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Field Improvisation has the same old issue necklace traits had in V2: Nobody in the team ever knows if the veteran has this talent so they can’t make informed decisions. I’ve seen claims that this talent also affects boxes deployed by teammates and regardless of whether that is true or not I believe the talent should specify if it does affect ally deployed consumables or not.

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I would make the argument that Enhanced Target Priority doesn’t belong in it’s current spot, attached to Executioner’s Stance. This sort of effect really could stand to be reworked to function with any class ability and placed in the middle ‘squad leader’ path of the tree, possibly with an increased duration. If such a reworked Enhanced Target Priority was in the place of Field Improvisation I would take it a lot more often.

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It’s so sad to see On Yer Feet, Mates! return with the same age old problems, but now with the additional negatives of reduced stagger radius and more incoming ranged damage to make your newly revived teammates even more likely to be instantly killed. The radius reduction on top of the cooldown increase kill this talent stone dead.

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Overwatch is another effect that is just over costed, plain and simple. Infiltrate already has one of the longer cooldowns in the game, arguably significantly too long, and making it even longer for just an extra charge is of very dubious value.

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Skirmisher is a weak effect stapled to a cripplingly specific activation trigger. I recommend it be totally rethought.

12 Likes

I tried to mostly focus on the absolute bottom of the barrel nodes in my post.

I do generally agree with your assessment:

This is an absolutely great idea. I like my idea of overcapped Toughness more, but this is also really good. It could also go where Close and Kill is (it also matches well with Scout/Skirmisher identity).

Overwatch and Only In Death Does Duty End both should have their penalties removed. While they are talents that are doing something useful the penalties make both of them very questionable picks, especially in the case of Only In Death Does Duty End.

Skirmisher is super weak because it takes a long for it to stack. I also probably would want it reworked or at least buffed.

Enhanced Target Priority idea is actually great, removing it from Executioner’s Stance and making it a buff that works with any Combat Ability.

I think Leave No One Behind, Covering Fire, Longshot, Field Improvisation, and Out for Blood are all fine. The biggest problem with Out for Blood is how much it’s out of the way, while Field Improvisation just has the problem you noted (teammates don’t know about it).

Vanguard I’m torn on. I really like sprint cost reductions, but it’s both “in the way” and the bonus provided can be put on curio/weapon as you said. It could be fun if you stack all reductions you can get, but being a mandatory pick going right I don’t think it is good enough. Maybe it could also fix it by providing movement/sprint speed or something else.

2 Likes

I adore this idea, fits perfectly into that tree. I’d also add shout should stagger Ogryn Elites, probably bosses too unless they decide to remove boss stagger from the Zealot team invincibility Ult (which they probably should, but staggering Ogryn Elites is a bare minimum for this kind of skill IMO).

Worth noting it does also affect grenades, which isn’t really a big deal but does give it a touch more value. I frequently pre-empt a large group of enemies coming towards the team down a corridor or similar by throwing some bleed nades in front of their path.

Assuming it takes melee kill toughness regen from 5% → 7.5% it seems like a passable, albeit boring melee regen option, but yeah its position in the tree makes it undesirable anyway.

I think you’re underrating the utility of revive node and over rating what the base ult does. You kinda sit on this Ult anyway since its main purpose is a toughness refresh in bad spots, so you may as well add revive utility to it. I’ve found it helpful for some situations, like reviving someone in sniper LoS, the invincibility on getting them up is enough for them to get into cover before being shot again. In general shout Ult is just weaker than it should be, with no real access to cooldown reduction unless you’re bringing a special sniping ranged weapon.

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You should play with it more. Using the base ult aggressively is absolutely the way to go.

Auric-STG and 3+ Flamer suddenly appear and start to flame? Ult to stagger them so they stop the windup and murder them! You get back 18 seconds for the ult in the end!

The Duty and Honor node is an absolute must, as the Toughness overcap has some mad synergy with Iron Will and allows you to regenerate the “bonus” Toughness from regular sources while the effect last. It also makes you take very little damage from poxburster explosions.

4 Likes

I’ve been mostly playing with it. I don’t know if it’s just hit reg issues but at one point it failed to interrupt a rager combo right in my face then I took a bunch of damage for dropping block to Ult and it frankly took all the wind out of my sails for using this ability somewhat aggressively.

I agree the toughness overshield is very useful though, I’ll try using it more aggressively without the revive node and see if I change my mind on it.

1 Like

I feel that. I think generally the stagger on the shout should be increased to stagger Ogryns and even Bosses as you said. I died once to Ogryns thinking my ult would do something… Well, it didn’t.

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I’m surprised we have no mechanics that utilyze tag like in V2. I was expecting squad leader to be WHC-alike, and it’s like discount kruber merc.

Can confirm works with medcrates, don’t know how it works exactly - only in coherency or just affects all crates on map.

Yeah, reactive revive both on merc shout and priest ult never was good in V2, having proactive defensive buff you can use quite often to decrease/remove chance someone will be knocked is just better than reviving after.

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I’m interpreting the long cooldown + the effects of this node to mean that stealth isn’t an ult that’s meant to be used freely. I.e, it’s meant to be used only when necessary. That does make the ult pretty unenticing IMO. I much prefer one like Exe Stance which I can use more frequently.

This node seems to be about giving you a second chance if your first stealth fails or another important use comes up too soon after the first use.

so I havent kept up on news, is the lack of keystone and the current state of the vet tree on purpous? like this is a final iddration, or did thay make a statment about it?

also my 2 cents is: I was exited for the command ability, wanted to center tree right away. umm it makes enmys stagger a bit in a 5m radius, like thay hit there shin i guess, if thay were toching you? you get some toghness and half the damg buff of the other trees. meanwhile evry other class is making you invincible for half the cool down.

1 Like