How to Nerf Zealot? To Buff Zealot

I have seen carapace change and attack speed one. But this? Can you point me this change?
Anyways, it doesn’t change that ragers have always been a threat (especially dregs ones).

You have no arguments.

You keep guessing while the rest of us know.

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HIM NEITHER

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It was better than his ogryn video. He proposed changes in current zealot framework, I’d like to change the bones of the tree layout for more choice less tax going back and forth across tree.

Also has a lot of dr removals when every class has them zealot needs some as a frontliner.

Scourge nerf is interesting but it requires fast weapons to maintain buff now

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It’s not zealot specific problems. CDR should be nuked, mobility is too strong, dodges are much more forgiving than in V2, so block almost doesn’t exist in DT.

If you mean movespeed it’s just cause there no sprint. And if you mean combat it’s because good combat doesn’t need to be fast.

All best melee combat games - Dark Messiah, Dying Light, Soulsborne don’t have extreme attack speed. You need spamyness in combat only for hiding it sucks by providing cheap dopamine “ooooh look me going”

DT melee is much more braindead clicker. In V2 dodges are more tight and less forgivig and sprint outrunning is impossible (well almost, there are some tricks), aswell as enemies deal much more damage. You missed one poke you lost 1/3 of HP and THP is leaking, unlike toughness.

Last second block on halberd overhead that could oneshot you is pure adrenaline. In DT you only can have such expirience with parrying crusher and it’s too niche gameplay situation.

Some classes and weapons in V2 are trivialising such expirience tho.

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You literally sound like a toddler who is worried about his toy being taken away.

My main problem is how this thread is flavored.

Yes, the one build needs nerfing, Invocation of Death needs tweaking, but the rest of the tree is not that crazy.

Yes, Gold Toughness is a problem, but Chorus puts the user out of action for three years in game, the other three players better be getting a power up for taking up his slack. The talents above Chorus sucks, btw.

Shroudfield actually not as great as people say. The dead useless stealth zealot meme is pretty real and the ult is only good with TH, knife, or DS and we know which one of those is getting the nerf.

I also don’t want to take Fotf from anyone. Let’s at least see what that feels like without IoD giving it a 5 second cooldown.

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but back on topic, zealot used to be able to fill his hp bar just by hitting things and there was even a penance for that just in case anyone has dobuts on the concept of the class

it got huge nerfs already compared to the past, and now you want it to nerf it more?, based on what?, all the other classes do better

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Rebalance by nerfing it’s high survivability while buffing utility and damage along with variety in talent tree structure and choice.

The transition is already starting with ogryn just wanted to get ahead with ideas before FS surprises us again

Rough Layout so far.
Reducing talents to Keystone by 1, reduced flat nodes by 5, increased special nodes by 7, and general talents /fillers by up to 20 not all added. making grand total of 92 compared to new ogryns of 94 or veterans 98 talent points.

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Bugs me too! Or it did, when I cared about Melk :wink:
Zealot flamer kills used to fall in to this void as well; DOT deaths are neither melee nor ranged kills. :roll_eyes: Still, I think they still appear in the chaff kills in my more vanilla scoreboard addition. How you’ve got them tagged as ranged kills when the other mod doesn’t see them… well, pfft. I don’t suppose it matters.

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this. i agree that many things need to be rebalanced in darktide so the game is challenging without throwing numbers at the player. but this nerf this, nerf that, aaah :face_with_spiral_eyes:

btw, i was wondering how is momentum zealot viewed these days? i had fun with a build like the standard FotF, but then go down the right branch instead to the left. anyone using this?

this is the one i use

dude i don’t even like zealot, its not my toy, i just hate nonsense

Martyr’s Purpose definitely needs clarification or a rework. Should be based off of toughness damage or a permanent % CDR based on how many wounds are missing.

I don’t think Zealot in specific needs a nerf outside of CDR reduction

His talents could be buffed/nerfed but I’d say a tree rework could do a lot more than changing the talents themselves

That ofc and nerfing the OP weapons

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You want VT3 in space… I don’t want it AT ALL. too slow…

Such things would have been good for… an havoc mode.
But not for the base game.

I would dream of an havoc very refreshing with “rules” that could change like that… between each campaign.
So cooldown increased, deacrease, toughness replenishment bonus, blitz increase, decrease (but dude a percent applied, not a value like in maelstrom) etc.

Not on wounds. On health.

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I guess, but wound based would be more in alignment with the rest of Martyrdom.

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Martyrdom works based on wound amounts of missing health you have, not by how many wounds (corruption) you have

Martyr’s purpose is already based on health. And making it based on wounds will make it restrictive. The idea is to allow more gameplays… not to restrict them.
It means that the CDR effect has to be scaled on something reasonable. Assuming it would be on health lost, it would still favor martyrdom builds. But it would be also a CDR alternative for other builds.
I add that IoD is not reasonnable

"Martyrdom grants +6.5% Toughness Damage Reduction per missing Wound.

Martyrdom grants +4% Attack Speed per missing Wound.

+8% Melee Damage for each missing Wound, up to a maximum of 7 missing Wounds."

The description literally says wound, no mention of health.

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