Can Zealot nades get some love?

Nah, not the difficulty. Chembombs are absolutely insane.

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Not really i just know that fatshark will never go back on the big boom buff so might as well buff the ogryn nade for its 1 use. Also high int aurics are slowly creeping to havoc levels already.

I agree with everything

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Yes I know

Fatshark wants to kill his game… you know I am here since the beginning
Such insane, awful and stupid change, I have seen them several times.

As I said, give me a solo game mode that I can get rid of all these overpowered things that players will abuse.

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IDK Zealots been a standard staple and entire kit should be considered in blitz balance. A fragile class with a few OP blitz is not the same as established zealot… if anything Hive Scum blitz needs to be tonned down but not right away let it have its day.

I do feel like there’s a point to be made though that the blitzes/grenades on the squishiest class are supposed to do more damage, than the one that objectively has a lot more tanking capabilities.

And honestly, aside from blitzes… I feel like zealot can out DPS Hive Scum most of the time in melee. For sure on boss damage. So I think it may make sense for the hive scum to simply objectively have better blitzes.

The blitzes should be balanced around each other within the class, and outside the class in terms of overall game balance. But I am ok with some classes have objectively better or worse blitzes, as long as said class has draw backs and strengths respectively to make up for the difference.

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Lmao true but i think arbitrator is the only class that defies this logic. What even is its weakness ?

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I don’t disagree, but the question is, how does that justify Ogryn taking a grenade pickup ever again then? Shouldn’t the Ogryn grenade have its own niche where it shines that makes you want to say “Okay, I think there’s a reason for me to take this grenade”? Shouldn’t it be a tradeoff of offense vs niche capability between a dps class and a stagger class?

Previously, it was that it was just the best panic button. Zealots flame grenades would generally do a lot more damage overall, so there was a reason to actually weigh who should take the grenade. Now there’s not anymore. If you don’t let the HS replenish his boombringer you’re objectively griefing the mission (all things being equal). The concept of just making one class grenade better in every aspect does kind of not work when they both use the same mission resource.

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I think the entire hive scum class was extremely uninspired in the first place, all its abilities are blitzes are just reworks of existing stuff. Felt like fatshark just wanting to monetize dual wielding hehe

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Ogryn grenade is still an UH OH clear room throw, easier to use than rocket launcher aiming tied to a super tanky staggering class

I don’t really agree. The rocket launcher is mechanically far easier to use (aim directly at enemy, no need to worry about physics or explosion radius being blocked by map geometry) and it comes out faster than a grenade exploding with a delay. It even staggers enemies behind you because why not.

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They need to fix the hitbox for the nade cause sometimes it doesn’t work well on elevated surfaces.

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I think if the oh shyt clear everything ability is already taken, it shouldn’t be remixed again (For the sake of variety). Hope this doesn’t become a common theme in fatshark future dlc classes.

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well sure, but now we’re talking about where best to spend resources but yeah by all means consider value.

myself id like to see all ammo/bitz charges gone. handle Ammo like l4d there are set reload points in the map and blitz’s should all be on a cooldown with a charge amount set by their power

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Contrary position here

I would like that grenade regen be removed. It breaks too much the balance.

ok , why?

i mean surely if you know exactly how many times per say 20 minutes the player will possibly be able to press that button doesnt it make it easier to balance than the semi random amount of spawns/ how many they get

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Because the experience shows that you cannot balance this.

We spam abilities all the time… we don’t need to spam blitzes. Seriously??? spamming big nuke bomb feel normal for you?

As someone said, the big bomb is meant to save a situation. A joker. If it refreshes, this is just something to throw… anyways I get one in 1 minute.

current blitzes are way TOOOO strong. Chem grenades? insane. The rocket launcher? my god, it is way too strong with 3 activations.
I don’t want that we can spam blitzes, but that they return to the state where a blitz has to be used wisely…
since they introduced the grenade regen, yes we see grenades used a lot… it started by veterans, and after it was arbites… now community ask all blitz…

This is a major change for the game…

I understand that several here want fantasy… but please fatshark gives us a solo mode if you go to destroy definitively the game.
at least give us a way to play it… without being in middle of players abusing every OP things of this game!

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20% brittleness applied to enemies for stun grenades.

Give one more fire grenade and/or give teammates standing in the fire some damage reduction.

Problem solved.

zealot blitz have never been in a particularly impressive state since patch 13. Since then smite, shock mine, and box from ogryn all kinda save the game more than stun nades. Frag nades and chem are better dots than immolation nades while nuke and rocket are better room clears, and throwing knives remain better than assails and impact nades as an immediate damage source and covers enemies that krak nades and rock don’t cover as well/efficiently.

I rather they nerf every blitz back to zealot power than other way around. Vet nade regen and even ammo regen should be a keystone that looks to provide the team with support as a replacement to focus target that requires heavy investment to get the same value or better it gets right now. (think like 5 or more points as a keystone). Shredders need their dot application turned down by like 2, or as enemies are further away from the radius reduce by 1 per every like 2 meters. Kraks just shouldn’t be spammable. Smokes need to be removed from the game or have their radius and uptime reduced, but tbh just removing nade regen will bring it in line.

Nade regen needs to be removed from arbites, and honestly arbites just shouldn’t have lone wolf. Being able to turn off a unique mechanic in exchange for very powerful buffs is just terrible design imo and says a lack of confidence for the class’s whole gimmick.

Psyker needs higher time constraints on quelling and peril costs raised and that will balance the class out. I rather smite get turned into a miniature multi-blast trauma staff that costs like 20% peril per shot on the ground but even a patch where psyker has had nothing touched about him he somehow gets infinite ammo staves so who cares just remove psyker from the game.

Ogryn nades are probably in the best state for the game. I don’t like nuke being in the game but who cares.

Scum probably doesn’t need 2 nades designed around clearing rooms, one immediately and the other about 5 seconds later. I don’t know how you fix that, because any balance decision on one means the other gets taken, as rocket and chem nade fill the exact same role, except currently rocket will also kill bosses pretty fast. Anyways chem nades will be balanced if they just nerf the toxin adm on everything and lower the damage over time it has or its uptime. That dot shouldn’t delete flak and carapace enemies like it does.

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I cannot remember the last time I used those nades. I would rather have them replaced by single-target white phosphorus style anti-armour nade. I’m not a fan of this turn towards wiping out hundreds of enemies in few seconds with a blitz.