Can Zealot nades get some love?

Hive Scum’s release has really made me feel like Zealot blitzes are overdue for a rework. Chem nades are a bit overtuned right now, but Boom Bringer and Blackout nades have been super fun and really mesh well with Hive Scum’s playstyle in addition to being strong in terms of utility. In contrast, Zealot’s stun nades are okay at their job but are rarely good for anything besides clutching a revive. Shock mines or any other blitz that has stagger on top of damage can fill the same role while having additional utility. Immolation grenades are also kind of bland and only really work well for clearing out hordes rather than any elites/armor, and Zealot is already one of the best classes for horde clear in most situations. Zealot grenade blitzes seem to be lacking any form of burst damage or meaningful area denial that other classes have, and it rarely feels worth it for a Zealot to pick up a grenade box rather than any other class. It would be cool if Zealot could get some form of conditional grenade regen, a bigger nade count, and/or have the immolation and stun grenades reworked into something more fun/unique.

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They’ll sell you better zealot grenades with a new class. Oh wait, they just did.

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My jaw dropped when I saw the effectiveness of chem grenades, not sure how they aren’t just a re-skinned fire nade but better. Coulda been the difficulty though (heresy).

Someone also comparing the rocket launcher to Oggie nuke, glass cannon or not I’m kinda sad that biggest boom has such competition…

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Ogryn grenade is for massive horde clear , the boombringer is for carapace pack nuking/monsters. I do agree that chem nade is basically just a zealot firenade on steroids which is kinda sad.

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making no comment on balance here just think its a mistake to compare separate items in a vacuum. like a blitz vs another blitz, they are part of a whole and i dont think they are built to be equal in each area but viable in total.

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Mate I think you just have class fatigue. Sure fire nade is a joke compared to chemo one, but everything a zealot has is good for it’s intended purpose. Outside of op stuff the class is pretty much perfectly designed.

Ogryn nuke is weak sauce. Its a frag, not a krak, so it’s essentially a glorified giant flashbang that kills absolutely nothing of any importance at higher difficulties. It just makes some space.

TBH the ogryn nuke should have 3. its so weak that there is no argument for it to be limited to 1.

Either that or it becomes a giant krak and decimates everything it touches…then a limit of 1 would actually make sense.

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Tbh, the flame grenade is really good, the stunning one is less good… but the problem is that a zealot take advantage of the throwing knives so much… that the others have difficulty to shine.

But I am really surprised by the community that ask literally to kill the difficulty in the game…
We have now arbites grenade that you get every 45s, 3 rocket launcher that explode everything, a chem grenade that is 3 times too powerful, krak grenades that regen and annihilate monster…

I am not sure Fatshark needs to buff blitz… in fact, I think that all powerful blitzes should be nerfed.

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I think it’s fair to compare the chem to the fire grenade because they are the same thing with different effect skins

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yes but on different class’s the zealot may have less “points” spent on its blitz’s and more points spent on its weapon selection compared to a scum. just for eg. the point is the total class has to add up specific categories could have very different budgets between the class’s.

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This one please! Can not count much higher :grin:

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I think it’s a somewhat reasonable comparison, at least between non regenning nades. After all, they’re competing for the same resources in a map. If I see a chem nade Scum is also low on nades, should I, a stun nade Zealot, ever really take the pickup? Probably not. That can present a problem in numerous team comps and I feel like with 2/3 Zealot nades in this awkward position, they are most likely to suffer games where it’s never the right choice for them to stock up on nades.

I’m not really saying I have a good solution for this mind you. Blitz balance in general feels precarious with so many powerful regenerating blitz the ones that don’t gotta pack a big punch to justify themselves.

Edit: Upon further consideration maybe the most sensible thing that can be done for the weaker non regenerating blitz is just a capacity increase. Ogryn frag probably needs a damage increase as well though TBH. At least for Zealot I’d probably feel less bad not getting nade pickups if I had like six stuns/flames base.

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My conclusion is the contrary…
The grenade that do not regenerates are fine… this is the ones that regenerates that are a problem.

And I tell this as someone that abused a lot the arbitres grenades… and was thinking they were close to too strong… and now they buffed the regen rate :roll_eyes:
But of course, I had in mind the vet grenade that regen also… But to be honest the blitzes that regen are really too strong.

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Then it’s even more useless. Ogryn does not a blitz for hordes.

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It actually used to be like that. For those “Oh $#1t!” moments. You drop it and Maulers would be gone and Crushers mostly as well. But now you just slap Maulers around indefinitely and laugh at them. Powercreep is real and Ogryn frag is outdated.

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I said this somewhere else, ogryn frag needs to delete everything within explosion radius and cause significant damage to monstrosities to justify the 1 pickup.

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I guess you have all havoc in mind…

Because in Auric, the big boom annihilates everything in it radius.

Please don’t balance with havoc in mind. Or you will make Auric a seddition difficulty.

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The boombringer does horde clear better unless it’s specifically poxwalkers. And even then that’s silly design, why would there be a 1 charge massive grenade for hordeclear? It’s by design meant to be a massive screenclearer you can use to unf*ck any situation asap, once. ONCE.
Boombringer totally subverts this by doing it better and doing it 4 times

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3 + 1 with the right talent

But too much.. we agree.
With the damage boost, 2 was already enough…

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I think the damage boost was understandable, but neither giving them 3-4 charges nor giving them this massive radius is justified. The radius especially. Often I blast the boombringer into some elites and I end up thinking “wow I did not expect this explosion to reach that” cause it’s just way too big

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