Buff Zealot Nades

The two Zealot gernades outside of Throwing Knife are pretty underwhelming in this day and age and need a slight buff.

Stun nade is basically a really terrible version of Arby shock mine. Buff it by adding one more, lower the throw time, and remove the fuse timer completely. This turns it into a quick flashbang-esque get-out-of-jail card.

The buffs to enemy HP over the years has really made the fire nade feel weak. The “burn” it applies doesn’t follow regular burn logic but instead randomly deals between 43.75 and 131.25 base damage per tick. Increase the damage and narrow the range to make it more consistent, add a slow to enemies within it, and don’t make enemies path around it so it’s actually usable outside of funnels. Also maybe have the initial explosion apply some stacks of actual burn. Also change the color to a transparent blue like IRL flames on a stove.

I agree! zealot’s grenades need some devs love
but I love golden flame, blue one would be too similar to psykers flame, I think that enemies flame should be more red to be distinguished more

“Buff stun nades because they’re inferior to shock mines”

Maybe the issue is that shock mines are broken OP…

I usually only play with throwing knives these days, and I feel gross after I decide to spec and play a couple of games with the other two grenades…

Stun grenade should apply brittleness to all the stunned enemies, and flame grenade should… I don’t know… just do something other than deal damage to the weakest horde enemies. I mean flame grenade is not THAT bad, it’s decent, but if you compare it to knives…

Knives perform better than most ranged weapons in the secondary slot for Zealot who lacks ranged damage talents. They oneshot bursters, dreg ragers, dogs, all specials, dreg gunners, and can also be replenished by just playing your class in melee, which Zealot should do anyways for the 80% of the mission’s duration.

I agree that the 2 grenades are generally less useful than the throwing knives. I like to use stun grenade to clutch, but it sees little use outside of that. I think its throw time and detonation time need to be reduced, and there should be 1 more of them in the stack. The fire grenade should do some kind of damage to armor or some kind of slow effect, so that it at least does something to most enemies. Right now the fire grenade is only strong if you couple it with uncanny strike, otherwise it feels somewhat useless.

And I also agree that shock mines are OP and could do with a nerf. But knowing Fatshark, they’ll probably nerf stun grenades next patch and leave shock mines untouched…

For flame nades you already wrote the solution :sweat_smile:. Don’t think of it as a tool to kill those big bad enemies, you have your big badass melee weapons for that. They are to keep that annoying chaff away from you while you decimate the real threats. I solely run them in my havoc runs and they only come out in the meanest of moments; twin (triple/quad) boss spawn.

When the psyker dodges backward with his ds in block you are unfased, lay down a Molotov beneath whatever boss is in front of you, (hit it until the shield breaks) and blap it with your thammer/relic sword. All the while no chaff, no rangers, no maulers will disturb you in your meticulous chastise.

I must agree stun nades didn’t grow on me, as I am a convinced chorus user since it’s addition to the game. Nevertheless I do have a build with FotF and turtolsky where I switched from fire nades to stun nades to be able to reliebly clutch without having to kill the whole room before ressing. I agree it would be nice to have some kind of additional thing when you compare it to shock mines. Maybe some kind of Heal mitigation for infected and monstrosities, as it is holy water?

I am a long time throwing knife user and I must say they are quite redundant on any ranged weapon which is not a heavy bolter or flamer. Why run a stub revolver if you have throwing knifes? Likewise shotguns… For Bolter and Flamer I believe they fill a nice niche where you can still reliably manage specialists at range. So I see it more as an ammu management node if you want to play a ranged heavy zealot, why ever you would want that :thinking:

what a good grenade is supposed to do

You’re using stunbombs wrong, you oughta be using them to try and prevent the clutch scenario from happening in the first place. I generally just chuck em at any big pack of armor or any situation about to get remotely messy. Otherwise, yeah shock mines are just generally better than stunbombs in every conceivable way, even down to the regen from dogless.

I think firebombs are supposed to be used to remove trash from the equation for a little bit or prevent them from coming through a specific angle for a little bit, but honestly groups of armored elites are just the trash now so it’s not really that useful.

Zealot grenades are honestly pretty fine, I don’t like throwing knives that much anyways. The main issue is that they fell behind a little bit.