An Empirical Analysis of the of the Zealot Flame Grenade compared to the Hive Scum Chem Grenade

Chem Grenade:

+ More Damage

+90% rending built in, no need for uncanny

+up to 4 grenades

Fire Grenade:

+ It lights up lights out missions a bit I guess

Lemme know if I missed anything

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I think if you stack up Uncanny Strike before the Incendiary grenade explodes, when it does explode, the fire deals increased dmg to armored enemies, just like Veteran’s frags.

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Biggest issues imo (from Kuli’s pages)

Why is both the duration between ticks and the damage per tick randomly chosen???

image

And why does it “incentivise enemies to path around it”???

Who’s decision was this :joy:

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zealot grenades in general are still stuck in old balance :upside_down_face:

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Truly, one of the great mysteries of FS’s balance decisions.

I shudder at the thought of what goes through their heads :grimacing:

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I’m pretty sure that’s tied to fire in general, they do the same thing to bomber grenades and barrel flames if the situation allows. But yeah this is definitely one of the questionable adds. It’s the fire grenade with a delayed detonation and less range sure, but it has damage into all armors and basically claims around half HP from DoT from most elites if they exit right away.

But the stun grenade and fire grenade have been awful since the first talent tree so I’m not surprised just making Zealot’s tree more flexible didn’t automatically make them good.

I think flame nade has a way bigger radius and lasts longer. I am way more agitated about the flashbang grenade which does the same as the stun storm grenade and has the same animation, alas smaller. Because it has a means to refill which I am missing on zealot since the very beginning.

I mean, it does make sense that some heretics would be smart enough to avoid going into fire.

But others? Poxwalkers and Groaners mindlesly run at us so they should just run though it, Ogryns too for that matter.

I have a question for you all: How did enemies behave in Vermintide 2 when a players threw a fire bomb on the ground? Did they evade the fire or just run through it?

IIRC they avoided it at launch, but now they walk through them

That’d be nicer, but right now it’s just layered mechanical inconsistencies; the RNG tick rate upon RNG damage value, provided you’ve put it in the right place and/or how it spreads to coat the applicable area, and then whether or not the enemies will walk through. Throwing Knives are consistent, Stunstorm Grenades are consistent, there’s none of this “will this blitz use actually put a shift in or not this time?”

As cool as the Immolation Grenades are, they’re just all around strangely designed imo based on these things.

We have a fire dot, why doesn’t it just apply stacks of that to whoever’s in it every tick, as a starting point at least? Introduce at least some consistency to how it works first and foremost; Give it a unique dot or something, literally anything different from how it currently works damage value & tick rate wise.

:person_shrugging:

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The zealot flame grenade would be dope if your talents that worked with bleed worked with burning damage instead. Crits cause burning, hitting burning enemies builds crit chance, and give toughness damage reduction, etc. I think the zealot tree is going to need some tweaking here soon anyway.

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For the damage part, I’m guessing it’s so that you don’t have to rely on enemies sitting in it for a long time to build stacks for non-trival tick damage.

That would actually be pretty cool visually and thematic of Zealot’s pious nature, purifying heretics through cleansing flame.

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Immolation damage has always seemed solid to me with Uncanny (as is every DoT), but I have found it annoying that BoN refuses to go through it, so if it’s not detonated directly on BoN it’s wasted.

Didn’t know that there was a lot of variance in damage though, that’s wild. Good points.

Yeah, the part where Fatshark lost their minds when it comes to the balance of the chem grenades / toxins in general. I suppose now they are going to increase Crushers HP to 100 000 to compensate.

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