u/JohnDaBarr

change to stamina in 1.4.0.0?

There seems to be a change to how stamina works; dashing now appears to cost more than it has before the patch. Multiple staggers/stuns now add up when you dash, that is, they make dashing way more expensive. And also, stagger from melee light attacks seems to have a higher cost to dash.

I'm not sure if the change was intended, but it wasn't mentioned in the patch notes. Makes dealing with multiple NPCs a bit harder, but makes melee more viable in PvP so tbh I am not really dissatisfied.

Can someone else confirm this?

reddit.com
u/JohnDaBarr — 2 days ago

Monday Morning Dune frustrations

Last night I made about 15 augments to try and get ONE good roll. Didn't get a single good one, and I don't mean good as almost maxed, I mean good as middle rolls. I am still salty about it.

It's really frustrating to grind crafting (lvl 80 atm), then grind labs AND then get minimal rolls on your augs. And yeah yeah, I know, RNG and all that... but having high crafting should, at least, come with an increase on possible minimal thresholds. Rant over.

That is me. What are your Monday morning Dune frustrations?

reddit.com
u/JohnDaBarr — 4 days ago

Class Skill Trees - Rework Needed

Before Chapter 3, Class Skill Trees felt like they were in a pretty solid spot. PvP had its defined meta sure, but in PvE, most abilities and techniques were at least viable.

After the introduction of graded gear (weapons, armor, augments) and the added damage/mitigation from Specializations, things shifted hard. Damage output skyrocketed, NPC HP pools followed, and as a result, a lot of abilities just don’t hold up anymore, especially on higher TS difficulties.

Below is a class-by-class breakdown of abilities/techniques that feel underwhelming, overpowered, or in need of rework.

Trooper

  • Explosive Grenade – Severely underwhelming damage at high TS difficulties. Scaling it without breaking PvP is tricky.
  • Assault Seeker – Same issue as above.
  • Shigawire Claw – Arguably overtuned as a mobility/utility tool. Could use a cooldown nerf.
  • Heavy Weapon Agility – Feels weak. Heavy Weapons in general need buffs, but this technique especially lacks impact.

Mentat

  • The Sentinel – Damage falls off hard at higher TS difficulties.
  • Poison Capsule / Poison Mine – Damage is too low. Could be reworked into %HP-based DoTs (e.g., ~25% total HP over time).
  • Poison Tooth – Same idea, but potentially stronger (e.g., up to 100% HP as DoT).
  • Hunter Seeker – Too slow/visible for PvP; underwhelming damage in PvE.
  • Shield Wall – Should apply a stronger debuff to enemies passing through.
  • Solido Decoy – Unusable in PvP. In PvE, aggro is unreliable, especially in tight spaces like boss rooms.

Planetologist

  • Exploration Tree (entirely) – Currently offers little value. Could be redesigned to reward exploration (e.g., bonus resources, combat buffs in surveyed areas).
  • Heat Management – Decent capstone in theory, but limited by inability to activate Prescience inside vehicles.

Bene Gesserit

  • Prana Bindu Strikes – Okay in PvP, but PvE damage is too low.
  • Litany Against Fear – Armor-based mitigation doesn’t scale well. Could benefit from added flat damage reduction (affecting both armor and shields). Buff or rework.
  • Trauma Recovery – Feels useless at high TS difficulties. You’re usually either full HP or dead. Niche benefit with low-tier medkits, but irrelevant due to abundance of top-tier ones.
  • Prana Bindu Stability – Poise mitigation is awkward. Having some is useful, stacking it isn’t. Most staggers are unavoidable anyway. Needs a rework or buff.

Swordmaster

  • Retaliate – Underwhelming damage. Could be reworked into %HP-based DoT (~25% as an example).
  • Dance of Blades – Overshadowed by other options. Needs a buff or redesign.
  • Eye of the Storm – Damage doesn’t scale well into higher TS difficulties.
  • Precise Parry – Theoretically fine, but extremely niche. Only useful with two bosses. Could be reworked to apply debuffs on melee hits rather than parries, thereby providing possible synergies between range and melee.
  • Deflection – Rarely used. Could use a buff.
  • Reckless Lunge – Currently broken in PvP. Players trigger the buff by attacking empty air, then they switch to ranged for a free 50% armor mitigation. No cooldown and spammable (more effective HP than Litany Against Fear) Suggested fix: apply mitigation to shields instead of armor to better support melee playstyles.
  • Thrive on Danger – Sounds good on paper, but functionally dead. Full HP offers no benefit; taking damage on higher TS difficulties means death. Needs a rework or a higher activation threshold.
  • Knee Charge – Damage doesn’t scale well at higher TS.
reddit.com
u/JohnDaBarr — 9 days ago