Dear Fatshark: Talent Tree Changes Of A Faithful Zealot Fanatic (overhauled)

Edit Notice: This post is being periodically edited and revised for improvement. If comment and quotes do not match the OP then that is why. There’s no such thing as perfect.
Edit: Except for The Emperor!

Hello fellow zealot enjoyers. I’m making this post to raise discussion and put out ideas and changes to the zealot talent tree in the hopes that Fatshark sees this and takes inspiration to add polish. Even if the devs wouldn’t agree with every idea it would still be refreshing to see balance patches come out in the future.

Overall the trend for the following ideas and changes are balance, accessibility and viability. I’m going to recommend buffing, nerfing and moving talents with an intended outcome where nothing feels useless and nothing feels mandatory. Some talents will always be more niche than others though and that’s ok.


Right out of the gate is a talent that is overly awkward. The other two starting damage talents are simple and direct while Disdain is lopsided in that it only applies on every other hit and is basically a clunkier version of an ogryn talent… Somehow. I suggest changing the effect to grant +10% melee damage for 2s on consecutive melee hits. Simple and reliable.


Look closely. Every branch at the start lets you chose between a toughness talent and a damage talent except for the left side. One should be added adjacent to Enemies Within, Enemies Without. I recommend a new talent named Violent Nurture that grants +10% or 15% melee damage while withing 5m of at least 3 enemies. This would match the vanguard thematic of the left side of the talent tree.


This passive could use more reliability in different combat scenarios. I propose changing the effect to replenish 1% toughness per seconds per enemy withing 5m up to 3%. Adding more flexibility without immediately giving the full power in smaller fights seems like the way to go.

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Increase The Voice of Terra’s value to at least 5% toughness. This passive is just a little on the weak side while also having to compare with the universally useful adjacent passive Restoring Faith and it could really use the boost.


This passive could use a simple buff increasing it to +100% toughness. The value is just very weak in its current state.


Second Wind is very powerful, even on its own. It becomes even more powerful when combined with high mobility weapons and/or the passive Swift Certainty. I recommend nerfing it down to 10% or 12.5% toughness.

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This passive is absurdly over-powered from a numerical standpoint; however, at the same time it’s severely held back by the activation requirement and duration. I recommend a simultaneous nerf and minor buff. Reduce the value to 40% toughness DR, but increase the duration to 5 or 6 seconds.


The entire structure of the talent tree starting from the taxing blitz choice all the way through the aura talents is brutal and leaves a lot of build options dead in the water. I am going to recommend some structural changes that remedy this and enable more flexibility.
The minimum talent points required to allocate a keystone before and after these changes will stay at 17 points, but the options in between to branch out to other talents will be less taxing.


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Let’s start by alleviating the pain of selecting a blitz. I suggest adding a new row of 2 connected adjacent small stat passives between the blitz abilities and the 6 talents above them that you can travel between. Make Bleed for the Emperor, Viscous Offering & The Voice of Terra lead into a 5% toughness DR passive that can then chose between Stunstorm Grenade and Immolation Grenade. On the right side have Restoring Faith, Second Wind & Enduring Faith lead into a 5% movement speed passive that can chose between Immolation Grenade and Blades of Faith. If you want to chose a different blitz ability you will now be able to spend 1 single point on either new stat passive to travel to it.


Traveling anywhere in this area is brutal, because on top of spending points on the stat passives you are subsequently forced to spend a point on the 5% movement speed, The Emperor’s Bullet & Dance of Death talents before you actually get to make a branching choice. I heavily suggest moving away the later talents and letting players directly access the branches from stat passives. I shall continue on to elaborate how things could be restructured.

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Have the 5% melee damage, 15 toughness & 5% toughness DR stat passives directly split into the below branches. Furthermore add a 3rd branch after each stat passive so that players will have a choice of 3 branches of 2 talents before each aura. This would also mean there would be more talents to chose from so I’m not just moving things around, but also adding new options.

The Benediction branches A B C:
Branch A: Has Desperation followed by Duelist. Duelist is the more powerful of the two and should therefor be second due to the easier access.
Branch B: Has Until Death followed by Holy Revenant. I also recommend nerfing **Until Death to a 150s cooldown since it’s already powerful and would now be more accessible.
Branch C: Has Hammer of Faith followed by a new talent called Gavel of Certitude that causes the player to Deal up to +20% damage to enemies, scaling with stagger.

The Beacon of Purity branches D E F:
Branch D: Has Sainted Gunslinger followed by The Emperor’s Bullet. Also, change The Emperor’s Bullet to instead trigger when hitting enemies with a ranged weapon so that it has more synergies.
Branch E: Has a new talent named Under His Light that grants +50% coherency radius followed by Shield of Contempt.
Branch F: Has a new talent named Devotion and Disgust that grants +50% corruption resistance followed by a new talent named Hatred Unleashed that causes you to explode in a burst of holy wrath when downed or killed. This would be both cool and have some synergy with wound builds. Explosion coding could be recycled from other effects for easy implementation.

The Loner branches G H I:
Branch G: Has Unremitting followed by Thy Wrath be Swift. Fast and furious.
Branch H: Has Dance of Death followed by Ambuscade.
Branch I: Has Good Balance followed by either Grievous Wounds or a new talent named Righteous Reflex that increases the number of dodges before dodges start becoming ineffective by 1.


Hey look it’s everyone’s’ favorite aura… Jokes aside I actually have a way to salvage this aura thematic and turn it into a fun and engaging mechanic that doesn’t punish your team. Replace the effect of the aura with Coherency lingers for 15 seconds after you leave the radius. This would enable you to go on short ‘hunting trips’ without you or allies losing the benefits of coherency.


This ability is immensely overpowered and has some strangeness in that it’s the only ability in the game with a mandatory upgrade passive. I highly recommend making Banishing Light an optional upgrade, but cause it to increase the cooldown of Chorus of Spiritual Fortitude by 25%=15 seconds as a downside.

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These two passives should have their locations swapped. Suppression is more relevant in the center of the tree and doesn’t fit the melee bruiser thematic of the left side as well as toughness DR.

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This passive is extremely powerful and is coveted on almost every loadout due to the raw power it brings. Reducing the effect to +150% ability cooldown regeneration cool help pull this one into line. Let’s be honest it would still be really strong even after this nerf.


This talent isn’t fundamentally bad; it just needs more impact. It also has to compare with the powerful and desired adjacent passive Invocation of Death. Increasing the stagger applied to the melee attacker could make this more much relevant. Perhaps even increasing the impact to the point it can knock mutants off of the zealot.

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This talent is good, but due to its percentage nature has way better returns with Chorus of Spiritual Fortitude than it has any right to. Enemies staggered and suppressed by Banishing Light are also extremely easy to backstab. I recommend changing it to instead restore 6 seconds of ability cooldown on backstab kills. This way Shroudfield and Fury of the Faithful with their 30 second cooldowns would not be nerfed in the crossfire.


THE DISCRIPTION FOR THIS TALENT HAS BEEN WRONG SINCE IT WAS RELEASED! The actual effect is that it restores 1% ability cooldown for every 1 point of health lost. This is actually a useful emergency effect, but it doesn’t synergies with the matching keystone since you are de-incentivized to restore your health with Martyrdom once it has been lost. I recommend changing the effect to +1% ability cooldown regeneration for every 1% missing health. This would allow synergy with the Martydom keystone while still being useful without needing to equip maximum wounds.


Despite the majority of ranged talents being allocated in the middle of the talent tree Martyrdom, the central keystone, only increases melee damage. I suggest altering the keystone to increase all types of damage by +6% damage per missing wound. While melee weapons would see a minor loss, every other source of damage such as ranged weapons, blitz abilities and damage over time effects would now have access to synergy with Martyrdom. Also, more maximum wounds might end up being acquirable in the future as you will read below.


I want to talk a little bit about Wound Curios since Martyrdom was brought up.
Right now curios can only give +1 wound(s) each for a maximum total of +3. Curios along with weapons currently are not available at their maximum item levels yet. At maximum item level curios would give 25% health and 20% toughness. I hypothesize that maximum level wound curios will give +2 wound(s) each for a maximum total of +6. This would obviously be a massive viability buff to Martyrdom, should it happen. This is one of the reasons why I don’t recommend more changes to the currently awkward keystone. If I am wrong about this hypothesis then I heavily recommend this curio change be implemented in the future anyways.

Thanks for taking an interest! If anyone reading this has any input on this post and/or related zealot topics feel free to comment. I may end up making refinements like I did with a very similar ogryn post I made.

Most of those changes would be nice, but they don’t address the main issue of the Zealot tree which is the structure itself, locking you into specific paths. If you want to take a talent above an aura or grenade alongside different aura or grenade, you will have to invest at least 4 points. No other character has it this bad, as all the other classes will have to invest 3 points in worst cases - usually, it is two though.
For example, if you wish to take Vicious Offering alongside Blades of Faith, or Duelist alongside Loner then sure enough you would have to invest 4 points into each. There are even cases where you’d need 5 points, such as Holy Revenant + Loner or Ambuscade + Benediction.
This poor structuring kills a lot of build variety on Zealot, as you will rarely ever have enough talents to branch out in such a way more than once.

Which brings me to my point: unless you changed this structure to lower those costs, none of the Toughness replenishment talents should be nerfed in the slightest. Unlike eg. Veteran who can take them for 2 points, you need 4 points per each.

This is especially true for Second Wind, as it’s unique in that it allows Toughness to be replenished even while being pushed into defense, which is priceless in allowing Zealot risk mitigation when attempting to engage ranged enemies in melee. Especially with the exorbitant damage of Stalkers and Shotgunners, a nerf to this talent wouldn’t be significant in melee engagements in any way, while bogging the class down during the most sloggy, annoying encounters in the game where you’re faced with dispersed groups of ranged enemies in large open areas. I do not think that warrants a nerf and would be extremely unhealthy for the playstyle of the class.
I believe the only problem might be the combination of Enduring Faith with Second Wind, since that’s what allows the most meta Knife/Dueling Sword builds to run around without any care (alongside Shroudfield). If that is the case, then I would propose moving Second Wind into another branch of the tree instead (eg. swapping it with Bleed for the Emperor) as the increased cost of combining them would be enough to make up for its utility on crit-heavy builds.

Aside from that, I pretty much agree that the changes in question would be good - though I do not think they are enough as the core idea of talent trees organized the way they are right now just doesn’t work. If I may add one thing from myself regarding the talents themselves and not the entire structure, I’d like Bleed for the Emperor and Disdain to be looked at as well. Disdain has a well-known problem of only activating every other hit, while Bleed for the Emperor only holds value in very specific circumstances and being useless otherwise. I’m not sure about Martyr’s Purpose being fine the way it is at the moment, but given the fact it can be easily taken alongside other cooldown reduction talents I can see how allowing it to activate on Toughness damage as well could easily lead to ability spam.

3 Likes

Chorus also needs to have its talent point cost reduced to one like every other ability in the game.

2 Likes

Great point. I added this section here to the OP.

2 Likes

Seeing a structural rework would be cool, but I think the current zealot tree is actually very balanced by being more top heavy than others. Consider that the talents at the bottom of the zealot tree are extremely powerful and being able to easily take multiple of the cooldown passives near the keystones would be insanely broken.

Take in mind that the veteran tree as an example is very bottom heavy in comparison; the complete foil of the zealot. Every talent tree is shaped differently with different ups and downs.

Perhaps my game-play is a lot different than others, but I’ve never really had trouble with ranged enemies on zealot due to every zealot ability being a hard counter to them along with all the normal tools the game has to deal with them. Second Wind has always been grossly overkill from my experiences. It’s S tier without a doubt and I rarely even combo it with its force multiplier Swift Certainty.

I like the idea of moving the location of Second Wind, but it just doesn’t make sense to swap it with anything in the top section. Maybe swapping it with passives above the Loner aura could be a good idea. Something to think about.

I think Bleed for the Emperor would actually be in a really good spot if the OP post changes to Holy Revenant and wound curios were to be implemented. It would receive a lot of love from second hand buffs.

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Yeah Disdain is just a more awkward version of the ogryn talent Furious.

Thanks for the feedback.

emperor’s bullet, down to melee kills stack up relaod speed is good on certain things, just sayin’

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I think Chorus of Spiritual Fortitude costing 2 skill points is fine at the moment, considering that it is currently the most powerful active ability in the game that lets you instantly turn any losing situation into a winning one by shutting down every enemy in sight and boosting your team’s toughness. With how spammable it is, it really does deserve the cost.

If Zealot’s CDR were to get nerfed in some capacity, I’d like that to have another look taken at it - even if Banishing Light became optional, though, I guarantee that everyone would still take it, just because the effect of suppressing literally everything is so powerful.

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The Emperor’s Bullet does have its uses you’re right. I just think it is way too niche to be a talent. It would make a LOT more sense recycled as a weapon blessing for low capacity weapons on the other hand… I might add that as a suggestion to the OP.

Good points. I added a section to the OP about adjusting the numbers for Chorus uptime.

By lengthening the cooldown by 15 seconds the active upgrade Banishing Light is a bit less relevant. By increasing the buff durations by 5 seconds the rest of the ability isn’t overly harmed.

It doesn’t matter how much you increase the cooldown. You could make it take years if you wanted, you’d still get it in 5 kills with Pious Cutthroat. Zealot CDR is unreal and allows constant ability spamming.

It’s a lot of fun, but also makes Zealot the best class in the game IMO.

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Very true. I did recommend in the OP that the cooldown passives get slight nerfs to the high end spam potential though.

Maybe Pious Cutthroat should give cooldown regeneration rate instead of a percentage restore instead too…

i get the part about buffing bad talents, but they are pointless and bad anyway

the talents that no one ever is picking, it is because on the foundation they are bad, and they should need an overhaul rather than buff cause nobody will pick them even if buffed. so new talents that replaces them being good.

zealot works pretty much universally so it may be boring but it works well for what it does.
so nerfing the good talents it would be bad. cause zealot needs to be a frontliner

zealots tree is fine, there is just bad tax nodes on chorus that should be just merged and that’s it. loner aura is bad also, nobody is picking up. only inexperienced zealots

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I just can’t agree here. The description isn’t the problem the actual effect is. You are not meant to be yo-yoing your health bar, that is impractical and dangerous. You could be getting down to a health level that balances martyrdom stacks with your own personal confidence to stay alive at, then doing your best not to take further health damage.

Even if you do yo-yo your health bar it gives paltry rewards, orders of magnitude less than the other two cooldown talents. This talent needs to be reworked.

2 Likes

So the loner zealot would now be encouraged to actually never return to the team at all.

Not a good idea, i think.

I made a few OP edits:
I removed the potential idea to nerf Viscous Offering
I increased the buff for The Voice of Terra.
I increased the buff for Blood Redemption.

This is based on feedback and the following consideration that they are all limited by on-kill requirements.

You make a good point about the terrible interaction with Martyrdom. I implemented an idea that seems viable at least:

I’m not 100% sure on the numbers. I’m not sure on the trigger condition either. It might make more sense to proc off of taking health damage. I’ll leave it at this until there is more consideration.

A very fair point. I removed the downside to Loner completely. It wouldn’t be super overpowered anyways.

I also made small mechanical changes to Chorus of Spiritual Fortitude, Blinding Light and Pious Cut-Throat.

Yes, and the Veteran tree is also poorly designed in that aspect. The difference is, Veteran tree has only 3 such branches with each of them holding at least four very impactful talents and that’s not counting the keystones themselves. They also grouped up better for the most part, with just a few outliers such as Onslaught. But zealot has 6 such branches and most of them provide no more than two talents relevant for any given build. It not only limits your talent choices (which can be argued to be a good thing, though I disagree) but also your Blitz choices and since unlike Psyker or Veteran those cannot be built upon in any way, they could just as well be entirely separate from the rest of the talent tree. A build won’t suddenly become overpowered because it was allowed to swap the blitz without having to spend 4 talent points to do so.

In a vacuum with no other changes to the structure of the tree, in my opinion Second Wind should be moved away from the right side rather than just a bit lower in there. And that’s because of another issue your suggestion just reminded me of…

Dance of Death
This talent must be allocated in order to take any other talent from the right side of the tree in the middle section. Aside from being absolutely useless for roughly half of the Zealot’s entire ranged arsenal and mediocre at best for the half of the remaining weapons, as well as being quirky to begin with it can actually be harmful - similar to Empyric Resolve on Psyker or Overwatch (upgrade to Infiltrate) on Veteran.
Such talents should never, ever gate you away from other talents. They need to either have an alternative (like Penetration of the Soul for Empyric Resolve) or just be a dead end (like Overwatch). Yet Dance of Death does exactly that, it gates off four talents. That should be changed.

Also one more thing regarding the original post:

I’m not sure that the cooldown for Chorus is too low for what it provides, but if it was to be nerfed in such a way (Banishing Light is mandatory even if the structure of the tree allowed you to skip it) then the ability should have the following issues addressed:

  • Its activation isn’t instantaneous and you can be staggered in the time between your activation and the ability going off thus effectively cancelling your activation.
  • It can be cancelled even mid-pulse by disablers and knockback effects such as barrels, poxbursters and monstrosity attacks. Disablers are fair game, knockback is not.

I know this is more like bugs/glitches than balance choices but they do in fact impact the balance in this case, similar to the Power Sword/Thunder Hammer deactivation on getting hit.
Besides, I don’t think the cooldown is the core issue in this case, I’d say it’s rather the cooldown reductions on Zealot, especially the backstab one.

Still not a fan. I don’t think anything that rewards taking hits, something you should be trying to avoid, will ever work without a very powerful bonus, but even then it does not lead to a fun playstyle. Getting your toughness fully broken unless by ranged attacks is going to take too big a toll on your HP in the process.

Generally I think these kind of “take damage” requirements are only desirable if they function as a reasonably powerful tool to recover from bad situations. Like dropping below x% HP fully restores your ability charge, can proc once every y seconds.

That’s not a serious suggestion to be clear, just an off the cuff example of what kind of thing I mean by recovery tool.

I’m also not suggesting it’s taken in that direction, I’d really prefer something that rewards good play over something to help you recover from bad play.

General feeling…
You always propose too many things, too many buffs, and too many changes.
If Fatshark would implement half what you propose (on zealot, and also on ogryn) the actual balance would be totally broken.
They use to be cautious about changes, and think about them several months before changing something… and here you propose a lot of changes.
I have more chances to become a priest, than seeing all these changes implemented.

Things I totally disagree:

  • change about Enemies Within, Enemies Without: it is simply a good talent. And when something is not broken and that there’s no problem, there is no need to change it.
  • The Voice of Terra - This one is useful for a ranged zealot build… it is not in competition with restoring faith
  • Blood Redemption: pair with loner. I don’t see why there is a need to increase this effect that is really good
  • Second wind: It could be a good idea if this talent was something that would make the zealot too strong… I don’t see why we should change it, as this is only situationnal. Swift certainly, I don’t even pick it actually. If I want to go ranged immune, I prefer stripped down blessing
  • Second wind and ambuscade: don’t see one reason to swap them. It will affect badly DR builds
  • Immolation grenade: change to 4??? no, this is enough powerful like that.
  • Holy revenant buffed to 30%??? No absolute no. 35%? my god… too much. And believe me, i am nostalgic of they days that I could replenish 100% of my life. And no, I don’t take it every time. Sure, I pick it for solo games, but out of them, I really don’t pick it every times.
  • The Emperor’s Bullet: good for ranged zealot. And no for the coherency radius.
  • Unremitting: well, I will say that you have never played ranged zealot… again, good for ranged zealot (something it seems that you want to remove totally from the talent tree)
  • Pious Cut-throat: compared to Invocation of death… this talent is fine, especially when we consider that it is very good only with high mobility melee weapons
  • Martyrdoms changes (including curios): big no. This is actually pretty good… my opinion is that the problem is the fact you actually should go for critical + martyrdoms cause of invocation of death

What I think can be changed

  • Loner: it should, eventually, count as 2 for the entire team and boost the coherency toughness regen for the entire team.
  • Chorus: it should take only one point. The other node should be an option. Also, it is so overpowered that I rarely see it
  • Invocation of death: for me you can even lower it to 100% (but then martyr’s purpose should be reworked)
  • Master’s retribution: good… but I will never take. Zealot has to be offensive. This talent doesn’t compete with IoD, it compete with all options you can take that are really better in term of defense

This

My opinion is that martyr’s purpose should allow 100% CDR scaled with the health lost.
You have lost 78% of you health, you get a permanent bonus of 78%.
How martyr’s purpose is written is really situational. It leads to a situation where:

  • or you will use high mobility melee weapons and then you can go for pious cut-throat
  • or you don’t, and then you should go for invocation of death and so you have to favor critical rates.

Actually martyr’s purpose relies on health, like what I propose. But the actual martyr’s purpose effect can’t give you CDR all along the mission. It is really situational. I have understood how to use it, but I simply won’t cause there is no interest.
I really would like that we should have talents that could push for builds not critical. And that’s the main reason why I would not like a CDR node based on wounds, cause it would be too much linked to martyrsdom.

I did a MASSIVE overhaul of the OP that hopeful adds a lot more variety and flexibility to the zealot without getting too wild.

Also, thanks for any feedback so far.