Combat Veteran Tweaks?
Posted: Sun Nov 20, 2016 1:33 am
I'm a new player. First run through using Berserker. I kept seeing comments about how Combat Veteran is useless. I thought it was a great tree, and maxed everything out in it early on. Because early on, healing, stam regen, spell saves ... that's what a Berserker needs.
Then I hit the Prides in the east and I was really struggling. That's when it dawned on me that I had 1000+ hp, but my Combat Veteran healing was only pumping like +10hp/turn regen. I know healing modifier helps ... but even if I had 200% healing mod that would be 10hp * 200% = 20 paltry hp a turn.
What was saving my bacon the most was infusions (heal, regenerate) and the Conditioning > Vitality skill that bumped my heal/stam regen up when I went below 50%.
That guy ended up dying. I thought I was making a tank ... but he couldn't tank.
I made another berserker and ignored Combat Veteran. My healing mostly comes from using my Category Points to get 2 more inscriptions (Cornac... so I've got heal, regen, regen, wild + 1 other utility slot). Vitality still kicks in and saves me some. Bloodthirst tree kicks in and helps me. Stamina regen is all about pumping my Willpower (to inc stamina) and Berserker's Strength > Relentless Fury on auto-run when I go below 30%.
By ignoring Combat Veteran, I freed up 20 class points... which I tossed into Superiority (Shattering Blows) and a few other combat skills here and there.
This guy is doing much better.
Ok... I searched for "combat veteran" on the forums, and it seems folks are just asking to have it as an unlockable for other classes (eg: demonologist).
Has anyone drafted up a better version of Combat Veteran that would actually be useful?
For starters, make Quick Recovery (hp) and Fast Metabolism (stam) %'s of total health / stamina instead of fixed #'s. The fixed #'s are great early in the game, but as you start hitting 1000+ hp later in the game they're quickly over-shadowed and worthless... even with healing mod (which I'm not even sure impacts stamina regen).
At first I thought perhaps a +1% / level to regen rate (eg: 1000 hp character would get Quick Recovery level 1,2,3, etc of +1% total, +2% total, etc which would be 1000 * .01 = +10hp, 1000 * .02 = +20hp, etc).
But, then you add in healing modifier, and that can get abusive (with a +5% of total hp as a regen/turn with a +100% healing mod... you could end up with like +10% of total hp.. essentially recovering all hp in 10 turns.. just from Quick Recovery. With other skills added in that boost regen more, that would just be insane).
. I figured if maybe then they were just +0.5% .. so level 1, 2, 3, etc would be +0.5%, +1.0%, +1.5%, etc. ... It would let it scale with health/level.
Another way it could work is to be more powerful the less health you have... IE: inversely proportinate to health.. perhaps like level 1 of Quick Recovery will give +0.9% / level of total health if you're around 10% health left. It will start to scale down from there... 0.8% at 20% health, 0.7 at 30% health, etc...
At level 5, it would give +0.9% * 5 = +4.5% of total hp in added regen factor... and that would scale down to +0.1 * 5 = +0.5% when around 90-100% health.
So... something like this...
[ 1 - ( current health / max health ) ] * 1% * ( # of levels in Quick Recovery )
eg: for 1000 hp character...
10% health @ 5 levels QR
[ 1 - ( 100 / 1000 ) ] * 1% * 5 = [ 1 - .1 ] * 1% * 5 = 0.9 * 1% * 5 = 0.009 * 5 = 0.045 = +4.5% total hp * 1000hp = +45hp/turn
That way it lives up to it's name .. Quick Recovery (but not a quick FULL Recovery, since it tapers off quickly). (This is sort of what Borderlands 2 did with some skills, like Axton's health & shield regen skills that would impact him more in emergencies when they were drastically low).
~~~~~~~~
I'd like to say that Fast Metabolism should work that way, too. And that maybe Unending Frenzy shuold be reworked, too... but eventually you reach a point where Stamina is not an issue. With 60 str, 60 con, 30 dex ... I started dumping all of my points into Willpower, and stamina is not an issue. Relentless Fury kicks in when it gets low, and even with its set stam regen amount it's enough to bump me back up. Other skills kick in to replenish stamina, too...
So... in a way... the stamina skills are kind of pointless... at least for a berserker. Quck Recovery doesn't scale well, making it moot. Fast Metabolism and Unending Frenzy aren't needed due to other stamina regen skills being better. There's 3 skills that are pointless in the tree unless reworked.
The last, Spell Shield, sounds good to a newbie... I mean... a grunt warrior's biggest issue is spell damage, right? Those pesky mages, right!?
No.
It's mind damage. It's elemental damage... it's all the damages that are not Physical Damage that get through and just beat the living you-know-what out of you. I took on the Naga area, and got absolutely obliterated due to all the psionic damage. A horde of wyrms come at me, and I get a bit cringy as their breath weapons roast me. I've been snatching up "+resistance" gear, and I still get beaten up, b/c there's SO MANY THINGS TO RESIST, and most gear only has like 3-4 resists on them and then only 1 or maybe 2 of them are high enough (like +20% resist) to be worth anything.
So, the Spell Shield skill feels pointless... it only bumps up Spell Save.. and that doesn't seem to impact psionics or non-spell elemental things. Plus, by the time you start to get to late game, you end up with gear that has quite a few aux buffs to it that increase Spell Save anyways. So, layering more on top is just ... meh.
The skill needs to either encompass more (Spell & Mental) .. or just be more broad-based... like +X% to all resists (maybe "level x 4"... so +4%, +8%, etc.. max of +20% to all resists).
Here's the main issue... combat for the berserker boils down to nothing more then "hit something... get torn to shreds... pray to god you heal up in time ... you heal up.. ok, hit it again ... you didn't heal... ok, pray to god you can retreat in time to lick your wounds."
Berserkers don't seem to have enough recovery, especially when everything non-physical seems to just get through and tear them apart. They're sort of glass cannons. And the attack skills have "diminishing returns" on them so bad that there's no point buying many up past level 3... and the recovery skills are lackluster (with Combat Veteran being the big sore spot, even with high healing mod factor).
There's just some imbalance.
Then I hit the Prides in the east and I was really struggling. That's when it dawned on me that I had 1000+ hp, but my Combat Veteran healing was only pumping like +10hp/turn regen. I know healing modifier helps ... but even if I had 200% healing mod that would be 10hp * 200% = 20 paltry hp a turn.
What was saving my bacon the most was infusions (heal, regenerate) and the Conditioning > Vitality skill that bumped my heal/stam regen up when I went below 50%.
That guy ended up dying. I thought I was making a tank ... but he couldn't tank.
I made another berserker and ignored Combat Veteran. My healing mostly comes from using my Category Points to get 2 more inscriptions (Cornac... so I've got heal, regen, regen, wild + 1 other utility slot). Vitality still kicks in and saves me some. Bloodthirst tree kicks in and helps me. Stamina regen is all about pumping my Willpower (to inc stamina) and Berserker's Strength > Relentless Fury on auto-run when I go below 30%.
By ignoring Combat Veteran, I freed up 20 class points... which I tossed into Superiority (Shattering Blows) and a few other combat skills here and there.
This guy is doing much better.
Ok... I searched for "combat veteran" on the forums, and it seems folks are just asking to have it as an unlockable for other classes (eg: demonologist).
Has anyone drafted up a better version of Combat Veteran that would actually be useful?
For starters, make Quick Recovery (hp) and Fast Metabolism (stam) %'s of total health / stamina instead of fixed #'s. The fixed #'s are great early in the game, but as you start hitting 1000+ hp later in the game they're quickly over-shadowed and worthless... even with healing mod (which I'm not even sure impacts stamina regen).
At first I thought perhaps a +1% / level to regen rate (eg: 1000 hp character would get Quick Recovery level 1,2,3, etc of +1% total, +2% total, etc which would be 1000 * .01 = +10hp, 1000 * .02 = +20hp, etc).
But, then you add in healing modifier, and that can get abusive (with a +5% of total hp as a regen/turn with a +100% healing mod... you could end up with like +10% of total hp.. essentially recovering all hp in 10 turns.. just from Quick Recovery. With other skills added in that boost regen more, that would just be insane).
. I figured if maybe then they were just +0.5% .. so level 1, 2, 3, etc would be +0.5%, +1.0%, +1.5%, etc. ... It would let it scale with health/level.
Another way it could work is to be more powerful the less health you have... IE: inversely proportinate to health.. perhaps like level 1 of Quick Recovery will give +0.9% / level of total health if you're around 10% health left. It will start to scale down from there... 0.8% at 20% health, 0.7 at 30% health, etc...
At level 5, it would give +0.9% * 5 = +4.5% of total hp in added regen factor... and that would scale down to +0.1 * 5 = +0.5% when around 90-100% health.
So... something like this...
[ 1 - ( current health / max health ) ] * 1% * ( # of levels in Quick Recovery )
eg: for 1000 hp character...
10% health @ 5 levels QR
[ 1 - ( 100 / 1000 ) ] * 1% * 5 = [ 1 - .1 ] * 1% * 5 = 0.9 * 1% * 5 = 0.009 * 5 = 0.045 = +4.5% total hp * 1000hp = +45hp/turn
That way it lives up to it's name .. Quick Recovery (but not a quick FULL Recovery, since it tapers off quickly). (This is sort of what Borderlands 2 did with some skills, like Axton's health & shield regen skills that would impact him more in emergencies when they were drastically low).
~~~~~~~~
I'd like to say that Fast Metabolism should work that way, too. And that maybe Unending Frenzy shuold be reworked, too... but eventually you reach a point where Stamina is not an issue. With 60 str, 60 con, 30 dex ... I started dumping all of my points into Willpower, and stamina is not an issue. Relentless Fury kicks in when it gets low, and even with its set stam regen amount it's enough to bump me back up. Other skills kick in to replenish stamina, too...
So... in a way... the stamina skills are kind of pointless... at least for a berserker. Quck Recovery doesn't scale well, making it moot. Fast Metabolism and Unending Frenzy aren't needed due to other stamina regen skills being better. There's 3 skills that are pointless in the tree unless reworked.
The last, Spell Shield, sounds good to a newbie... I mean... a grunt warrior's biggest issue is spell damage, right? Those pesky mages, right!?
No.
It's mind damage. It's elemental damage... it's all the damages that are not Physical Damage that get through and just beat the living you-know-what out of you. I took on the Naga area, and got absolutely obliterated due to all the psionic damage. A horde of wyrms come at me, and I get a bit cringy as their breath weapons roast me. I've been snatching up "+resistance" gear, and I still get beaten up, b/c there's SO MANY THINGS TO RESIST, and most gear only has like 3-4 resists on them and then only 1 or maybe 2 of them are high enough (like +20% resist) to be worth anything.
So, the Spell Shield skill feels pointless... it only bumps up Spell Save.. and that doesn't seem to impact psionics or non-spell elemental things. Plus, by the time you start to get to late game, you end up with gear that has quite a few aux buffs to it that increase Spell Save anyways. So, layering more on top is just ... meh.
The skill needs to either encompass more (Spell & Mental) .. or just be more broad-based... like +X% to all resists (maybe "level x 4"... so +4%, +8%, etc.. max of +20% to all resists).
Here's the main issue... combat for the berserker boils down to nothing more then "hit something... get torn to shreds... pray to god you heal up in time ... you heal up.. ok, hit it again ... you didn't heal... ok, pray to god you can retreat in time to lick your wounds."
Berserkers don't seem to have enough recovery, especially when everything non-physical seems to just get through and tear them apart. They're sort of glass cannons. And the attack skills have "diminishing returns" on them so bad that there's no point buying many up past level 3... and the recovery skills are lackluster (with Combat Veteran being the big sore spot, even with high healing mod factor).
There's just some imbalance.