Addressing Zealot's Weaknesses Post BbD: Firearms, Blocking, and Cosplay, Oh My!

As always, TL;DR provided at the end. I believe that while there is excitement regarding the coming update and new class, there is equally a lot of anxiety mixed together with it, and for my part I know that my anxiety stems from the current state of my main class, Zealot. Veteran and Psyker have already been promised further reworks but Zealot has not, and post their first ever Rework, despite having a far more flexible tree, the Class is the weakest it’s been in the games history.

IMO, there’s really three core issues contributing to this. For one, Firearms, which have never been the Zealot’s forte, somehow seem even weaker. The nodes “Anoint in Blood”, “Out of Pocket”, “Dance of Death”, and the firearm specific bonuses from “Inexorable Judgment” just don’t provide enough value. And in a game where guns and melee are supposed to be important, most firearms barely register as a tool worth using on the class, aside from their most meta options. This is particularly bad when every class is capable of achieving melee feats on par if not better than the Zealot. Next, a greater emphasis has been put on Blocking and General Damage Reduction and while that could make for interesting build utility, these nodes don’t contribute enough to be particularly valuable. The nodes of “Impassable” and “Retaliatory Defense” are notable for being new Blocking Nodes that no one takes. Meanwhile, nodes like “Shield of Contempt” and “The Master’s Retribution” have incredibly inconsistent and/or undefinable value. And finally, a large portion of the rightmost side of Zealot’s class tree feels ineffectual. Changes to ability uptime and the seeming removal of the “Double Stab” glitch for “Shroudfield” means that the agro dump on your team generates more problems for you allies than the ability enables you to solve. Backstab and Flanking Shot Nodes are too inconsistent to be valuable, especially if you aren’t using “Shroudfield”. And “Inexorable Judgment” provides a bonus that is both less impactful and less consistent than the bonuses obtainable from the other Keystones. The rightmost side of the tree feels like it’s letting you cosplaying as an assassin more than it feels like it’s enabling you to actually be one.

And all of this is on top of the pre-existing weaknesses of the class, such as limited Crowd Control to keep enemies engaged w/ them (they really only “Punishment”, “Grievous Wounds”, “Stunstorm”, and, arguably, “Chorus”) and a lack of truly transformative node options. The class is held up entirely by Quality/Generalist node options, but that quality just can’t compare or keep up w/ the more Direct Power and Utility that other classes bring to the table. I’m not going to try and guess what FS has planned, but truthfully, I want these options to actually be good.

I’ve heard suggestions to give the class a node that would let them replace their ranged weapon w/ a second Melee weapon, but I would honestly just rather firearms actually be worthwhile, even if they are never are strong enough to be my primary weapon. Similarly, I’ve heard suggestions to give the class a node similar to Arbites’ “Concussive” node, to make Weakspot hits count as Backstabs/Flanking Shots, but that would create a situation where the 5-6 Backstab nodes need one specific node to be worthwhile, which feels cheap.

I can say that what I personally would like is for “Shield of Contempt” to be an active ability. Something like “While Blocking, 60% Damage Reduction is divided between you and allies in coherency…”
When you are in Coherency with you entire team it would only be a total of 15% Damage Reduction, missing one player and it jumps to 20% for every player, so on, so forth. An effect like this would still probably need a cooldown, but this would actually give you control of the ability in a transformative and trackable way, and it even maintains/improves its value as you lose team member on in build where you’re typically outside of coherency w/ you allies.

Similarly, “Impassable” gives you the equivalent benefit of two curios, which isn’t great, and further limits it to only on dodge, which kinda makes it a nothing ability. Blocking is the most reactive thing you can do in the game (compared to moving and dodging away from danger), and (especially at higher difficulties) the price for failing that reaction is that you’ll probably go down. Tying big benefits to Perfect Blocks makes sense but unless you make imperfect blocking more valuable then the Cost/Risk analysis of going for Perfect Blocks will always be skewed towards forgoing it to have the assured safety of a dodge.
I want that “25% Block Cost Reduction” it came with to always be active instead of only on dodges, and I think it be useful if you tied a similar Dodge Refresh mechanic to losing Stamina Bars while Blocking. Perhaps a percentage of stamina lost going to reducing your dodge cooldown refreshment.
Then you would actually have a node that rewarded relying on blocking and parrying (because this node does trigger on perfect parries).

Likewise, I’d like “The Master’s Retribution” to be buffed in a couple of way. Namely, so that it will trigger if it comes off cooldown and a dog is on you, and that it also Knocksback all enemies within a meter of you. Finally, I’d like it to also trigger when you perfect block an attack so that you have a way to open up enemies like Bulwarks. I think that if you made these changes to “The Master’s Retribution”, “Impassable”, and “Shield of Contempt” you wouldn’t even need to modify “Retaliatory Defense”. Right now, the node is weak because you aren’t getting Block Broken that often, in large part because most players aren’t blocking enough to consistently be Block Broken like that. The node would actually be great if you had more of a reason to hold your block.

Which leaves the issues w/ “Inexorable Judgment” and “Shroudfield”. Judgment has obvious problems with the consistency and power of its bonuses, but the problems with “Shroudfield” are harder to define. Both on paper and in practice, the bonuses that the player receives from “Shroudfield” are good. But the issue w/ the ability is that it’s the second single target ability, and unlike “Fury of the Faithful”, which can be used to stun enemies attacking you or allies and has great up time, “Shroudfield” dumps all your agro onto your team, has no capacity to CC enemies, and is down for a long enough time that you have to be extremely selective w/ how you use it.

[======================== Explanatory Tangent Relocated ========================]

If “Inexorable Judgment” doesn’t do enough to reinforce Build Identity, then “Shroudfield” does too much to enforce a build identity when really it should just be a tool that helps you turn the proverbial (Dark)tide of enemies. And worse, it exacerbates Zealot’s weakness regarding Crowd Control. But I do think there’s a way to address the problems surrounding “Inexorable Judgment” and “Shroudfield”, as well as addressing the lose thread of Zealot’s utter lack of impactful Firearm Enhancement Nodes, and it takes inspiration from the node “Behind the Lines”. “Behind the Lines” is a Zealot CC Node that, in honesty, is bad. Suppressing enemies in an 8m range is most useful against Dedicated Range enemies, of which there is only 5 of in the entire game: Basic Dreg Shooter, Basic Scab Shooter, Dreg Gunner, Scab Gunner, and Reapers. Every other enemy in the game will barely be affected by this because they are either melee centric or 8m is nearing the range where an enemy will switch from their firearms to melee.

“Behind the Lines” would be far more useful if it Stumbled or Staggered enemies instead of Suppressing them, even if this activated within a smaller AoE, and the effect would better reflect the fear tactics/sheer terror of facing a Death Cultist. If you’ve played Rogue Trader and made use of the character Kibellah, then you know that this fear angle is one of the many paths you can build her for. And this is the exact direction I’d like “Inexorable Judgment” to move towards. It could have a trigger somewhat similar to “Blazing Piety”. Perhaps something like “Whenever you or allies in Coherency make a Weakspot, Backstab, or Flanking Shot kill, gain a stack of ‘Judgment’. At X Stacks gain…”
When you reach the prerequisite number of Weakspot, Backstab, or Flanking Shot kills, you could become “Inexorable” for a limited amount of time, gaining 20% Movement Speed, Melee Attack Speed, Range Attack Speed, Backstab Damage, Flanking Shot Damage, Finesse, and Melee Rending in addition to enemies within X meters of you fleeing from you. Just like how “Blazing Piety” increasing you Crit Chance facilitates you to kill more enemies, which in turn facilitates keeping “Blazing Piety” active for longer, this specific addition of a CC effect would allow the Keystone to feed of itself, would make all 5 - 6 Backstab centric talent nodes far more consistent of a bonus for you to make use of, and give the Zealot transformative CC potential, as enemies running from you are also running away from you allies.

Which leaves at last my suggestion for “Shroudfield”, which also happens to be my suggestion on how to make Firearms matter on the Zealot Class w/out making them too consistent of a force. You may have noticed that half of the bonuses in my suggested change for “Inexorable Judgment” actually come from*“Shroudfield”*; namely, the Movement Speed, Backstab Damage, Flanking Shot Damage, Finesse, and Melee Rending bonuses (because despite not explicitly saying so, “Shroudfield” does apply the Backstab Damage Bonus to ranged attacks as well). And you may have also noticed that I didn’t include the flat damage bonus in my suggested change to “Inexorable Judgment”. What I’d personally like to suggest is replacing “Shroudfield” as an ability with something like "Every Bullet a Prayer: Automatically Equip your Ranged Weapon and gain 5 Stacks of Momentum. Lose 1 Stack of Momentum every second. While you have Momentum you gain 50% Ranged Strength, Rending, and Critical Chance and you automaticall block and knock back enemies in a 1m Radius on melee hit, losing 1 Stack of Momentum."
I honestly think you could have an additional node that gave the ability some CC utility, like "Censor Not the Sermon: For every 10% of ammo spent while having at least 1 stack of Momentum, gain a Stack of Censor. Once all stacks of Momentum are cleared, enemies within 6m of you will attack only you for 15s."
This would allow the ability to act almost like a mini, weaker Ogryn Taunt if you spec into it, which in turn provides the Zealot w/ a greater capacity to CC and support their allies. This replacement ability overall increases the effectiveness of Firearms without making them overbearing and too consistent of a threat for the class that is supposed to have a melee focus. It even makes the node “Out of Pocket” significantly more useful (as currently it serves very little function). Remember, Weapon Strength constitutes Impact, Cleave, and Damage, so a 50% Ranged Strength Bonus is really a 50% Strength Bonus to Range Impact, Cleave, and Damage. And if this ability is used well, you have that bonus for a minimum of 5 seconds, though sloppy use will cause you to get very little impact from the ability at all.

Again, I’m not going to pretend to know what Fatshark is planning to do with the Zealot Class, but right now the class overall has the low power and utility, and most of both are concentrated in ways that are antithetical or anti-synergetic to how the class wants to play and/or the rest of your team. I don’t assume my suggestions to be perfect, but I believe the suggested changes to “The Master’s Retribution”, “Impassable”, and “Shield of Contempt” would better incentive and focus the use of Blocking as a playstyle archetype for the zealot class, while also elevating the use of “Retaliatory Defense”. Meanwhile, the changes to “Behind the Lines” and “Inexorable Judgment”, as well as the replacement of “Shroudfield” w/ a firearm focused Ability would raise “Inexorable Judgment” to the level of the other two keystones, focus the rightmost side of the tree around fear tactics, increase the consistency and effectiveness of the nodes *“Backstabber”, “Out of Pocket”, “Unseen Blade”, “Pious Cut-Throat”, “Time to Kill”, and “Behind the Lines”, and actually make firearms useful tools for the class without putting too much focus on them. There are other things that could be changed in addition or in the stead of these suggested changes, but this really is just meant to be my perspective. Thank you for reading, and as always, may your missions always end in glory, pilgrims.

[========================== :down_arrow: Explanatory Tangent :down_arrow: ==========================]
We don’t necessarily know what the internal design outlines of Class Trees are for Fatshark, but as designer looking from the outside in, I can share my own general sense of how Blitz, Auras, Abilites, and Keystones are designed:

  • Blitz are representative of a spike in a specific form of power that the class typically lacks.

Example: The Zealot class has limited tools for Crowd Control, Crowd Clear, and Precession Range Execution. “Stunstorm” gives powerful Crowd Control w/out having to rely on the book. “Immolation Grenades” give the Zealot greater Crowd Clear capacity, without having to rely on weapons like the Relic Blade or Eviscerator, and “Blades of Faith” give the class a Precision Ranged tool without having to use the Stub Revolver or Bolt Pistol.

  • Auras are bonuses that help refine builds on a class while also providing passive bonuses to the rest of the team that helps them keep up with the utility of your chosen build.

Example: The Ogryn class, based on its Keystones, has a focus in Melee Attacking, Damage Mitigation and Tanking, and Ranged Bombardment. “Bonebreakers Aura” improves the Ogryns melee potential directly while increasing it for teammates as well. “Stay Close” enhances survivability for everyone, which makes the Ogryn more effective at tanking overall. And “Coward Culling” directly increases suppression dealt, which is an effect primarily generated from shooting your gun, as well as increasing damage to suppressed enemies, which would benefit anyone shooting.

  • Abilities are representative of a specific focus that is your primary means of shifting an encounter in the favor of your team.

Example: The Psyker has access to the “Venting Shriek” ability, which gives the class the ability to instantly make space and clear peril, and can even be made into a tool of aggression. “Telekine Shield” lets the player block off paths of ranged aggression, and it can be spec’ed to also physical block off paths or increase it’s area of defense to 360 degrees of coverage. And “Scrier’s Gaze” turns a lot of Critical Chance abilities into effective guarentees.

  • Keystones are refinements of a builds playstyle. They representative of your moment to moment gameplay and how your build will approach solving problems as a whole, providing incentives to encourage (not force) the player to take up specific roles in the team.

Example: Arbites Keystones give the class a specific role of focus and bonuses to acting within those roles. “Execution Order” incentives focusing the players attention on specialist, elites, and monstrosities. “Terminus Warrant” is the classes weakest option, but still incentivizes mixed weapon usageand smooth transitions between taking the frontline or pulling back and clearing enemies with a hail of fire. And “Forceful” gives the Arbites immense survivability and crowd control, encouraging the class to act as the vanguard of the team and hold the line during heavy horde encounters or large groups of Elites.

I don’t think these description is perfect, but I bet that if you look at the weakest options in each class, those options would probably fail to meet the expectations laid out by these descriptions (Zealot IJ Keystone, Veteran Low Profile Ability, Psyker Kinetic Presence Aura, Ogryn Frag Bomb, etc…). Inexorable Judgment is a weak Keystone because it does not refine or incentivize any specific style of play, and the bonus it gives isn’t even consistent enough to effect your moment to moment gameplay. In fact, two of its three additional modifying nodes only exist to make the ability more consistent in power and up time.
[========================== :up_arrow: Explanatory Tangent :up_arrow: ==========================]
[============================= :down_arrow: TL;DR Section :down_arrow: =============================]
Make “Shield of Contempt” an active ability instead of a passive one and tie it directly to the act of blocking. Additionally, buff “The Master’s Retribution” and “Impassable” and allow both to trigger off of Blocks to better improve the viability of blocking as a whole. As a natural side effect of Blocking being more viable, the utility of “Retaliatory Defense” will also increase w/out needing to change anything. Furthermore, reduce and relocate the the Movement Speed, Backstab Damage, Flanking Shot Damage, Finesse, and Melee Rending bonuses of “Shroudfield” to “Inexorable Judgment” while removing the Keystone’s current flat damage bonus. This would orient the keystone around a playstyle that incentivizes Backstabs and Flanking Shots, and the addition of a CC Fear effect would actually improve the consistency of players ability to target those areas. A trigger a Empowered State similar to “Blazing Piety” will make the Keystone far more consistent and powerful. Replace “Shroudfield” with a firearm focused Ability. Relocate and Increase the Flat Damage Bonus from “Inexorable Judgment” to this new Firearm Focused Ability. Hold over and slightly reduce the Rending and Critical Bonuses from “Shroudfield” but orient them around Ranged Attacks. This new Firearm Focused Ability would improve the efficacy of Firearms without directly improving their power in a consistent way, ensuring that the class maintains a focus on melee combat. This replacement ability could have it’s own CC node option to give the Zealot class greater overall support utility for their team.

(Edits: No Changes in Arguments, just in Formating)

2 Likes

I follow most of your premise except the specific case of Retaliatory Defence which I think you undervalue. You are not alone in this.

Try it with a chain axe Mk IV and the push attack haste talent. Not in the psykhanium, in an actual mission where you are sprinting and dodging all the time. At the bare minimum it will save you a stamina curio, which is huge for Martyrdom, in practice it will also prevent risky block breaks.

Please ask your AI to make these tracts more succinct. Your ideas are going to be lost if they are not expressed more efficiently. Your word count is over 3k.

Summary

Here is a succinct summary of the provided text:

Summary of Zealot Feedback by LungsMD

The author argues that the post-rework Zealot is the weakest class in the game, suffering from three core issues:

  • Ineffectual Firearms: Firearm-specific nodes provide negligible value, making most ranged weapons useless for the class.
  • Weak Blocking Talents: New and existing nodes focused on blocking and damage reduction (like “Impassable,” “Retaliatory Defense,” and “Shield of Contempt”) are inconsistent, weak, or not worth taking.
  • Flawed “Assassin” Tree: The entire right side of the talent tree is non-functional.
    • “Shroudfield” (Stealth): Harms the team by dumping aggro onto them.
    • “Inexorable Judgment” (Keystone): Provides a weak and inconsistent bonus, failing to enable its intended backstab playstyle.

Proposed Solutions

The author suggests a targeted rework to address these weaknesses:

  • Buff the Blocking Archetype:
    • Make “Shield of Contempt” an active ability tied to blocking, rather than a passive one.
    • Buff “Impassable” and “The Master’s Retribution” and allow both to trigger from blocks. The author believes this would naturally make “Retaliatory Defense” useful without needing a direct change.
  • Rework the “Assassin” Tree and Firearms:
    • Rework “Inexorable Judgment”: Change it to a stacking buff (similar to “Blazing Piety”) that triggers from backstabs and flanking hits. At full stacks, it should grant combat bonuses and a fear-based Crowd Control (CC) effect (making enemies flee), which would make backstabs easier and more consistent.
    • Replace “Shroudfield”: Remove the stealth ability entirely. Replace it with a new firearm-focused ability that provides a short, powerful burst of ranged strength, rending, and critical chance. This would make firearms situationally powerful without overshadowing melee, and it could be upgraded to include a taunt for team utility.
4 Likes

I think shield of contempt and inexorable judgement are plenty strong - especially combined. It is the strongest damage reduction in one node and the highest toughness regen of zealot. I use both on my thammer build.

Actually I use most your pain points in it :smiley:. Both backstab nodes for captain/Boss nukes and you make a solid point for the stamina/block skills.

Other than that you put some solid thoughts into this post, good read!

1 Like

There’s no need to replace shroudfield with fire arm ability, there’s another thing devs could do.

Stealth biggest problem is dumping aggro on allies, but this can be fixed i think, specifically with effect somewhat similar to what taunt does to snipers and flamer, making them attack air.

Fatshark could make it so, that instead of instant aggro dump on allies, enemies that already targeted you start looking for you, maybe even try to attack around, smashing air, with the exception of very close ones, who literally in striking range of zealot, because if they would attack around, stealth would lose it’s purpose of letting you get away from bad position.

Enemies never lose aggro on you, but neither actively follow you up and directly attack, they don’t change target for aggro unless and only if ally attacks them and only enemy he attacked changes target.

And some other talents like behind enemy lines, could add something on top of this mechanic, making enemies on top of supression feel dread if you one shot one of them from stealth and this dread could shortly stun them or give debuff, like making them attack slower, cut their damage or their defences a little bit.

3 Likes

To be fair, I don’t inherently believe that “Retaliatory Defense” is a weak ability; that’s why I didn’t suggest any changes to it. It’s more so an issue with blocking in of itself having significantly lower value than just dodging. “Retaliatory Defense” gets its most value in high difficulty games where you’re using slower/heavier weapons, especially on teams w/ low CC. It has moments where it can shine, but even in those kinds of situations, I find that just having good positioning will eliminate a lot of your dependency on blocking, and maintaining good positioning requires you to keep moving where blocking will typically lock you down. There will be moments where you can get a foothold and you get backed into a corner, and when that happens “Retaliatory Defense” is great. But that’s only when that happens, and for me personally, that’s not often. It also definitely has a different value going into Havoc, but then again, the heavy weapons that it’s best paired w/ also have different values, and every weakness inherent to blocking in the first place is only made worse in an environment with that many enemies, which is almost paradoxical because that’s the exact environment that the node wants to play into. In short, “Retaliatory Defense” is fine, but I want the other changes so that it isn’t being dragged down by how weak of a utility blocking currently offers.

Thanking for taking the time to read; Ik it’s kind of a loquacious post but that’s mostly due to trying to establish my logic and reasoning. That being said, I do disagree regarding "Inexorable Judgment” and “Shield of Contempt”, but not on the premise of usability.

The Talent and Keystone are both very usable. I’m pretty sure I have a similar “Thammer” build as you. Load up on Backstab Talents, go “Shroudfield”. I personally run it with “Martyrdom” but I did that even before BbD, and yeah, you have something that does its job. But it feels…one dimensional to me. One tapping a boss kinda feels like a gimmick when that’s where most of the value of your build lies. Especially when other classes have great bossing potential while also being strong in other areas.

The point of the Class Tree is offer up versatility and variety in build craft, but if you always have to take certain nodes together, then it doesn’t matter how usable the build is; the nodes that make it up don’t provide enough individual value. Running those tools together makes a great bossing build, but my proposed changes are meant in large part to open up the Class Tree and offer clearer, discernable utility. Even if “Shield of Contempt” legitimately has saved you or an ally’s bacon, it wasn’t your choice because it’s a passive talent, which means you have no ability to replicate that performance. It’s literally a gamble. Making it an active ability ties it more to your personal skill which raises the inherent value of it. And changing "Inexorable Judgment” and “Shroudfield” in the way I suggested wouldn’t even necessarily eliminate the one shot boss build. I imagine you would run it with “Fury of the Faithful” for the Guaranteed Crit, 100% Rending, and flat 25% Damage increased. Combined w/ 20% Additional Backstab and Finesse bonuses, I think your single target damage will still be pretty spicy. And even if that fails to one shot, the attack speed will make sure your target doesn’t live much longer after. But more importantly, you get more variety to the builds you can make.

I think that in the realm of speculative options, yeah, that could work. It addresses the Agro Issue that “Shroudfield” creates. It does have stipulations to that functioning that could be challenging to program in practice, but it’s doable.

That being said, it doesn’t do anything to address how little value the Zealot Class gets from Firearms, and that was the bigger point. To be clear, it’s not as though I dislike “Shroudfield”. It used to be my go to because its low cooldown combined w/ double stab meant that I wasn’t using it for a prolonged enough time to have the Agro Issue and instead used it like a damage amplification tool. But Fatshark obviously doesn’t want us using it like that.

I’d be sad to see "Shroudfield” go, but what I want is for more firearms than just the Flamer and Bolter to be useable on the class, and "Shroudfield” is something I’m willing to let go to get it considering that we already have a high damage single target Ability in the form of “Fury of the Faithful”. Additionally, if Fatshark doesn’t want firearms to be a constant tool for the Zealot, then tying their power to an ability that FS can control the cooldown of makes the most sense. And I believe tying the spirit (and probably the penances too) of "Shroudfield” to "Inexorable Judgment” would ultimately make for greater build variety and an easier to program mechanical fantasy then trying to add stipulations for enemy behavior while a player is in stealth.

2 Likes

I agree that zealot is currently very lacking in team utility compared to the other classes outside of chorus. Zealot’s current talent tree has extremely conditional damage buffs and a lack of overall CC which forces Zealot to play very defensively and rely heavily on abilities for damage and survivability (which is why the cdr nerfs hit zealot much more than the other classes). I think there are inherent issues with Zealot’s kit and talent tree that which make the class fairly bad at a sustained frontline playstyle compared to Ogryn or Arbites, for example.in higher difficulties Zealot often plays like a more forgiving melee Psyker but with a lack of ranged damage and utility outside of melee dps or being a chorus bot.

I don’t agree that zealot should become more ranged focused. I think a few ranged talent improvements such as swap speed, reload speed, or “first ranged hit” buffs which would complement zealots quick swap ranged playstyle would be nice. But, I think being melee focused is part of the core identity of the class and is part of why it is still one of the most interesting and fun classes to play. You have to work harder than any other class to make use of your melee and find solutions to issues with stamina management, blocking, dodge conservation, and positioning that other classes can avoid by just dishing damage from a distance or using CC.

Overall, I want Zealot’s identity as the “melee dps berserker” to be solidified. I think improving zealot’s highly conditional damage buffs (to reduce reliance on abilities for consistent damage) and adding some more team utility in the form of improved blitzes and CC would help a lot to putting Zealot on par with the other classes. The block talents could be an interesting way to implement more CC options for zealot like stagger on perfect block or a talent that massively increases stagger on block pushes.

6 Likes

This is an absolutely awful idea. Inexorable Judgement is currently one of the most fun and rewarding keystones to play, and works with every weapon and build, so limiting it to backstab only builds is awful.

I agree the blocking talents could be more useful, but the biggest problem with blocking talents is that they are really only at their best with a shield weapon which Zealot doesn’t have.

In general, I don’t know who started this “zealot is weak after the rework” train but it is absolutely ridiculous, and the class can do high damage and be very tanky if you know what you’re doing. If Zealot gets buffed because of this bandwagon it will be a huge mistake.

4 Likes

I am so goddamned confused about it, zealot was a strong class he got buffed and now he’s to weak?

5 Likes

Zealot is “strong” in the context of the game’s difficulty. Zealot is “weak” compared to any other class right now. In the update Zealot got moderately buffed, Vet and Psyker got huge buffs, and Ogryn and Arbitrator got a slight slap on the wrist and still remain the most survivable/stagger heavy classes in the game. Zealot is able to clear any difficulty with a skilled player, but any other class has more utility, CC, and ranged damage while standing toe to toe with Zealot in terms of melee damage with the right build/playstyle. Zealot is strong, but it takes skill and effort to play well, while other classes can stack a ton of busted talents and do the same thing with half the effort.

Zealot was slightly buffed in the update, especially stealth and martyrdom builds and toughness replenishment. In terms of standalone damage or defensive talents, zealot didn’t get much because damage and damage reduction is still highly conditional and often relies on the enemies/environment moreso than your playstyle/skill. CDR was nerfed, duellist in particular was heavily nerfed, and zealot didn’t really gain any solutions to their lack of CC outside of chorus or being bottlenecked into a few melee weapons to deal with armor (more of a problem since ability spam has now been reduced).

I’m not outright advocating for zealot to be buffed or for other classes to be nerfed, but zealot is not in the same league as the other classes right now.

3 Likes

I disagree. I strongly believe that Zealot is stronger than Arbites right now, and outside of PickAxe Ogryn probably stronger than them as well. I agree that non chorus Zealot can be hard to use, but I would disagree and say that when they hit those highs they are the best melee class at the moment. I will always feel more confident fighting in melee as a Zealot over a Shout Weapon Spec Vet, and I feel like I can do more damage with them as well.

I think all 4 of those classes are at the very least comparable and roughly the same except for Psyker, which needs to be nuked from orbit.

Vet can keep up with psyker in terms of dps, although I do agree they have less sustain against chip damage than Zealot in melee at least on paper. Vet IMO is close behind psyker in terms of “busted” right now. Just going through the talent tree and seeing the amount of free damage talents Vet can stack is insane, not to mention they have some of the strongest blitz options that regen.

In practice, I feel that nonchorus Zealot starts to fold in higher difficulties without room to kite or good positioning while other classes like Ogryn and Arbites have great CC in addition to comparable melee dps and better ranged damage. While other classes have multiple tools to stagger enemies and maintain positioning, Zealot’s sustain relies much more on kiting and having a steady stream of chaff around to replenish toughness and proc temporary buffs/DR. Zealot’s highs are temporary and conditional and dps and DR can often become inconsistent. Of course, this is just my opinion and more of an issue relevant in Havoc than any other gamemode.

Ultimately, I don’t think zealot is “weak" but it takes more skill/effort to keep up. In my opinion there are inherent issues with zealot’s conditional talents and a lack of options for CC and armored damage comparatively that make zealot feel like it has high highs and very low lows depending on the situation.

3 Likes

The Zealot should get a shield combo weapon option like Arbites. Perhaps a Force Pike and Shield for something more unique (reach and shield). That would make “tanky zealot” a little more viable.

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This is my point exactly. If you are only looking at the Zealot class in a vacuum, then of course suggesting that the class overall is weaker isn’t going to line up w/ your perception of the game. Especially when the Class Tree rework has opened up the class a lot. I’m personally a Zealot main, and I play the class into high level content all the time. But this post is not about Zealot in a vacuum. I would have assumed that my comparisons of Zealot to the other classes would have made that clear, but evidently not.

I’m not interested in mindlessly buffing the class or dumbing it down. I love Zealot because of how much the class ask you to understand your weapons and positioning. I’m also not interested nerfing the other classes. While part of my complaint is that melee Psyker and Veteran can do a comparable if not better job then Zealot in melee, I actually don’t have a problem with that inherently. They should have builds that give them easy access to Half of the Combat of the game. My problem is specifically with how limited the utility of the class is.

“Shroudfield” specifically encourages Backstabs, and it works with every weapon, including guns. Suggesting that orienting the Keystone around a specific area to target would suddenly somehow stop it from working with every weapon is…silly to be honest. And it’s a bad faith read on top of that considering you have to ignore that the suggested triggers was:

This is a mechanical incentive. “Blazing Piety” doesn’t force you to play near your team. But it incentivizes it considering that being at the heart of your team makes it more likely that you will keep the Keystone Active. “Martyrdom” doesn’t force you to play at low health. But it incentivizes it considering that being at low health grants you Defensive and Offensive bonuses. The suggested change to “Inexorable Judgment” doesn’t force you to use specific weapons or even to focus on backstabs. You should realistically already be swinging your weapon at head height which is a weakspot.

The exact problem that I’m trying to address is how often the class can hit those proverbial highs. Yes, skill plays a massive part in that, but if you find yourself consistently reaching those highs, then you either aren’t playing at a high enough difficulty, or you aren’t playing w/ very good teammates. Melee Arbites serves a completely different role to Zealot. Arbites is CC and Disruption. Ogryn melee is very similar. Veteran can be comparable to Zealot w/out even specing into melee as a focus. And Psyker can build specifically for it and become a Crowd Control and Clear god. And that’s a good thing. The problem isn’t that other classes are too strong. The problem is that in a game about Melee and shooting, Zealots is a class where most Firearms provide very little value. That means have of your loadout typically doesn’t matter unless you are taking the most meta options. Or are you going to tell me that the Shredder Auto-Pistol is actually a Sleeper Hit? Despite melee being the Zealot’s focus, a lot of their amps are extremely contingent or locked behind long cooldown, meaning that despite a massive roster of melee weapon, they ironically enough are stuck using only the strongest options. Or can you make the Heavy Sword or Devils Claw shine in an Auric Maelstrom and above? The class does have utility, but a lot of that utility is either too weak to be effectual or the impact of the utility is entirely outside of your control so personal skill plays not factor to it.

This seems like looking at another classes toys w/ envy. Did not just complain about a change potentially forcing you to use certain weapons? How is this any different? It just creates a situation where if I want to utilize Blocking Talent Nodes you have to take the Sword and Board.

This isn’t a grand conspiracy to make the Zealot out to be weaker. It’s an honest look at some of the major weaknesses of the Zealot as compared to the other classes made by someone who plays every class, but who has been maining the Zealot since the game launched. I would be less critical if you had disagreed w/ the proposed solutions in good faith, but the core of your arguments required you to look at the proposed changes in bad faith, suggest a fix that is hypocritical to your own criticism, imply that the Zealot either take another class’s Class Unique Weapon or have FS go out of their way to make them their own variant of it, and otherwise smash the cakes of other classes just so Zealot can enjoy theirs. I really want to engage w/ you here, in a constructive way, but you really aren’t giving me anything to work w/ here. I don’t want everything in the game to just be perpetually buffed, but Zealot is currently pigeonholed by their Melee Focus more than they are uplifted by it. I don’t want their focus to change, but I want them to have impactful enough power and utility aside from Chorus to stand beside the other classes. And I don’t think that will be possible unless you give them a controllable boost to firearms, make blocking a powerful utility in spite of not having a Shield weapon instead of because of it, and give them access to a way to more consistently target the areas that nearly a quarter of their Class Tree is asking them to.

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I think a lot of zealot players can agree with your feelings of frustration at the current class balance, however I still don’t agree a significant boost to firearms would help zealot. In my opinion the goal should be to solidify the class’s identity as a melee dps beast. All zealot needs is consistent melee buffs instead of the weird/useless talents we have in between 10-20% damage talents spread out with conditions that will never be consistently hit (e.g. right now are you ever going to get to 0 stamina while surrounded by 5-10 enemies after slicing through 5 enemies and then dodge a crusher in melee before using all your “buffs” to immediately deliver a single hit for +100% damage within the span of 3-5 seconds?). Also, zealot probably needs rending more than any other class. Not sure why it’s such a taboo topic, just give zealot standalone melee rending talents so zealot can use any melee weapon to deal with armor in a reasonable number of hits without ability spam. Heavy Sword, Crusher, Dclaw can actually feel fun and not just make the game arbitrarily harder for you. CC is also something to look at, but I think improving zealot’s melee options and melee dps consistency will already improve zealot by leaps and bounds.

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This is honestly in my general opinion as well. It’s not that the class is weak overall, but they don’t have as many CC options of other class, and a lot of their bonuses are extremely conditional in ways that similar bonuses on other classes just aren’t. They really only have, arguably, 6 CC nodes (Stunstorm, Punishment, Against the Odds, Grievous Wounds, Chorus, and Behind the Lines), and four of those only slightly increase the Zealots capacity for CC as opposed to greatly empowering it. The utility they have also suffers from this same lack of impact, where so much of it is out of your control or only gives you benefit if you perform at the highest level consistently, which creates a very warped Risk/Reward perspective when the price of not performing at a high level consistently is death.

I don’t think my suggestions are perfect, but I did specifically try to address those weakness without changing the core focus of the class. The reason I suggest tying the power of firearms to an Ability is because FS can set the cooldown of that ability in line with the expectation that the Zealot should be using their melee weapons most of the time. That’s also why I didn’t try and suggest buffing any of the Gun Talent nodes. There’s only three, if you don’t count “Shroudfield” and my suggested “Shroudfield” replacement makes all of them better without actually buffing them (25% Damage from Anoint would make the 50% Damage buff into a 75% damage buff, Out of Pocket helps increase your CC potential if you take the CC node, and Dance of Death rewards you for not relying on the autoblock of Momentum, which you should be doing anyway to maximize the ability’s up time). And the suggestion for a CC option is made in understanding that not every Zealot player has the skill to take on a large number of enemies suddenly turning their attention to them, but the ones that do will provide great support to their teams. Hell, i’d pair it with Martyrdom so I don’t have to chase Ragers trying to kill my Psyker anymore. It’s a very calculated suggestion because, again, I don’t want Gunner Zealot, I want Zealot that can use guns effectively. That won’t happen w/out a meaningful bonus to firearms, but meaningful doesn’t have to mean exceptional. And I don’t believe 5 seconds of worthwhile gunplay every, say, 30 seconds, is exceptional.

My other suggestions also largely focus on giving Zealot more Crowd Control or better efficacy of their existing utility. The “Inexorable Judgment” suggested change really just alters the Keystone to have a greater emphasis on Crowd Control support, while also supporting those contingent power amps. Backstabbing is a lot more manageable if you can force the enemies to turn their backs to you, which means all those Backstab talents go from contingent to predictable, and I find the solution a lot more compelling than just giving them an Arbites “Concussive” knock off. The logic behind the Blocking and Damage Negation/Reduction talents is just to make them QoL changes, changes that give the player greater control of their benefit, or changes to make even imprecise play rewarding enough to encourage players to be comfortable enough to practice more intentional inputs. I think the logic of those specific details is harder to convey in a general post while still trying to be cognizant of the readers time. There’s no guarantee that having the logic would change your opinion, but I at least want to be able to clearly demonstrate the line of thinking and the considerations taken. I appreciate your insights regardless though.

Force Pike? Zealots aren’t able to utilise Force Weapons, since they’re not Psykers. Power Weapons with Shields could work on Zealot, though!

Some examples:

  • Power Axe and Shield.
  • Power Falchion and Shield.
  • Power Flail and Shield.
  • Power Maul and Shield.*
  • Power Spear and Shield.
  • Power Sword and Shield.

*Would be shared with Arbitrator.

Speaking of reach, Polearms in general would be nice.

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What about placing a decoy at the location of stealth? Also solves the Aggro problem…

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Just picturing a 1-to-1 copy-paste of Warrior Priest’s FnS (Blocking on Heavy Windups, my beloved) + weapon special either has a Relic Blade type activation or an Arby Shield Flashbang…
:weary_face::weary_face::weary_face:

guy-slamming

Do it, FatShark.

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