We have tuned the tree to allow for flexibility, where zig-zagging across the different lanes is not just an option but encouraged. We've ended up with a Veteran talent tree that provides a suitably rigid layout with three clear lanes. In the end, any weapon-specific node ends up either offsetting the entire balance of the particular weapon or becoming a mandatory talent tax. After multiple iterations and some closed testing feedback, we ended up removing the weapon-specific keystones. The idea was to create specific bonuses for different playstyles while introducing mutual exclusivity between them. Initial designs for the Veteran talent tree included weapon-specific Keystones, with the plasma rifle, bolter, and power sword as the first set. On what started to be known as the ‘commando’ side of things, ambushing and smoke grenades were added to allow the players to get stuck in and disrupt the ranged enemy domination. We also wanted to allow Veterans to lean into the more aggressive, close to melee range, assault infantry power fantasies. There were early prototypes of a squad leader subclass based on the original release format lying around, so scavenging some abilities and the odd Krak grenade implementation was a solid start. We wanted to expand the build space into more support roles, using the leadership and officers of the Astra Militarum as inspiration. Equipped with a frag grenade, it allowed for a ranged focus playstyle that could circumvent challenges by simply headshotting efficiently. When we first released Darktide, we wanted to provide a solid template background striving to capture the core of the guardsman experience, encompassed by the Veteran Sharpshooter.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |