How to Nerf Zealot? To Buff Zealot

I suppose that’s a good point.

Yah but no one takes Martyr’s Purpose now while it’s based on health and even with CDR reductions of other talents will still prefer them to any damage taken CDR other than Martyrdom Zealot, so wound based and enhanced would be more beneficial and Synergistic.

No? I want melee combat being improved where timings matter more and both offensive and defensive mechanics should be utilized. Block is underutilized in DT, cause enemies can’t find a window in your attacks or catch you. It’s not about game speed, i mean you can increase enemy attack and move speed.

Like i play exesword merc in V2 mainly wich is A tier build, not S. Everytime i go back to V2 to beat a new map they drops i struggle a bit on Cata, cause wasn’t practising. Last one was a horrible run for me, i cathed tones of hits cause don’t feel timings and was knocked and also died after cause was pushed from a cliff.

Meanwhile in DT i jump in auric maelstrom after few months and faceroll it, and if knocks happens it’s never cause of horde enemies.

V2 expirience transfers to DT, despite DT is a faster game, but not reversed, cause V2 melee is more punishing for making bad decision and lack of reaction.

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I have several critical builds. I actually test martyrdom builds, and must say that I really love them.
It is pretty strong… but I use it with IoD… and not Martyrs purpose.
Anyways, close to all my builds has IoD.

Tell me what would be the interest of an effect based on wound if you have only 2?
What you propose is just to restricts / keep the lack of variety of current builds.
What I propose is to:

  • cut by half IoD, that should be only +100% on landing critics
  • put a +100% CDR permanent bonus scaling with the health lost (so you have lost 80% of your life, you get a 80% permanent CDR regen bonus)

Sure… it must be tested to tweak it as these values could be too high or too low.

But the idea is here a CDR node that could be used by several builds. And nerfing IoD seriously. You could still hjave a good CDR with both and when you would be at low HP. So, it would still be interesting out of Martyrdom. On martyrdom same reversed. IoD could still be intresting, but Martyr’s purpose would be excellent.
In fact it introduces variety and possibilities instead of restraining.

Different discussion. In short… you want a different game. It won’t happen outside a game mode.
Perso, I did not like the VT2 combat style. BUT, I would have loved to see Havoc as a game mode that would have introduced different gameplays by tweaking modifiers (that would have been announced in patchs notes and that you could see the modifiers IN game).
So a totally different experience. Something that could rotate… or, let’s dream… that we could choose. Yes I ask too much here.

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My mistake were talking about CDRs, I meant Martyr’s Purpose not Martyrdom with IoD. The CDR in branch should be built for the branch theme it is in. If non-Martyrdoms wanted wound based CDR they could also snag more wounds talent next to it.

The Martyr’s Purpose CDR rework would be on breaking wound reset ability CD to zero once every 60s. Good emergency CDR rather than sustain as others.

This could also be refreshed, CDR re-usability on Holy Revenant healing as it clears wounds in health gains.

Wound doesn’t mean a corrupted rectangle of your health. Cause curios and talents give you wounds but you don’t start a run with +X corrupted HP rectangles you can clear from the corruption and have a bigger HP pool, right? Wound is just how that HP splinter cell named.

And so “missing wound” just means there should be no health in that rectangle, corruption is a particular case of how you can have no health in that cell.

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I developed above

here

I add that Martyr’s purpose is based on health and that if you base it on health it is still useful for martyrdom…!!!

Not for the way I’d rework it as a wound based CDR, more uses for other tree builds will be irrelevant.

Also mentioned earlier 1 CDR talent pick would lock the other CDRs to prevent CD abuse in a rework. So each tree should prefer their own CDR over others.

Ok… we are not agree.

I prefer a balance between all CDR. You cannot push for 3 CDR. 2 is already trading from power to confort (yes 2 is too much for the only 2 useful, piouis pious cut throat + IoD).
So I don’t see any reason to do that. It is just restraining for no reason. And locking CDR to one gameplay seems also just restrict again the player.
So, no… I totally disagree with your vision.

I like to keep a zealot versatile and not restricted a lot in his choices. Your direction defeat the interest of the talent tree itself. At least, this is my opinion.

However, I still maintain that the first thing to do is not a total rework of zealot. But a simple rework of CDR nodes and particularly IoD and Martyr’s purpose.

No problem here we disagree is all, I’d rather follow Ogryns path for more variety in game play than stagnating in current zealot tree… and CDR seem to be overpowered especially having more than one, was just trying to identify the OP elements of Zealot I may have missed

… though ranged Ogryn will have 2 and it will be annoying but at peak potential then will equal IoD… for 80s CD holy @#$%@ maybe he needs it.

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Momentum is fine, main ‘issue’ with it is it’s niche more than anything. It’s good when you want to use it, and that dodge distance is super nice, but the CDR node in front of it is very hit or miss, and with swift certainty getting nerfed there’s little reason to ‘force it in’ to a build when Blazing Piety makes more IoD procs and gives you 25% DR on top of it.

It also got nerfed a bit as well, used to be 20 stacks, which meant you’d attack as fast as the standard amount of attack speed you could expect from martyr (5 stacks for 20% attack speed), but since they dropped it to 15 you’re now losing damage, losing attack speed, losing survivability, and the only thing your gaining is ranged capabilities. Which is good in certain builds, I have a ‘quality’ thunder hammer build that uses it with a braced autogun to great effect, but it’s vary rare the cases you take it over the ‘always applicable free CDR on crit + Punishment + movespeed + more crit and DR’.

It’s got it’s place though, I think it’s ‘fine’, and if anything else gets toned down I can see it being used more. But right now outside of the realllly is only criting like on ability cast and that’s it weapons like said Thunder Hammer, or ‘interesting’ individuals running around with ‘ranged’ builds (like myself, I have a few), you’re not gonna often want it over something else.

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Outrun everything in the game easily? Only time I have been able to accomplish anything close to that is by using a combat knife. The funny part is, I have never used a combat knife on zealot - after using it on psyker and being able to zoom around every enemy with ease I realized how utterly broken the weapon is and vowed to never touch it again, just like the dueling sword.

Yep. Enemies just aren’t design around players being that damn mobile. Mobility stacking needs a well balanced upper limit or the game-play just breaks.

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Do we know enemies move speed so we could limit classes from out performing them indefinitely?

Almost want them to have an acceleration mechanic getting faster the more they run without dying. In VT2 is was harder relying on dash CDs and the mobile weapons than the numerous speed nodes and talents here plus sprint. The enemies also slide while attacking making you safer if you engaged in melee than ran away.

It’s a few things to calculate. Enemies will also sprint until they are in close range of you and then they slow down after performing a sprint attack. I’ve seen people say ragers, the fastest elite, have a (sprint?) speed of 6.2 if I’m remembering right. Zealot (and veteran) has a default sprint speed of 5.2 innately. An 80% mobility combat knife or dueling sword adds 0.89 sprint speed alone. Reaching 6.09 sprint speed purely from a weapon is insane. If an update comes out where weapons can go to 100% then the highest mobility class will grant +0.98 sprint speed. That’s 6.18 sprint speed which is almost identical to a rager by itself! These high end mobility weapons completely deserve a sprint speed nerf.

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Movement speed talents that don’t have durations or conditions are also potentially problematic, since they can obviously contribute to a critical sprint speed breakpoint.

The zealot also has near infinite sprint uptime if built with sprint efficiency and stamina regeneration.

I don’t think zealots being able to make a sprint spamming build is actual a problem in of itself. I think the problem is just the movement speed values that can be stacked with the potential sprint uptime.

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I enjoy playing Zoomlot, but I would agree that high speed is too cheap to sustain, and likely too easy to achieve.

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Not a problem for the majority of the Darktide community.

If FS wants to implement Havoc modifiers that cap the max sprint speed values for Havoc that’s fine but slashing the speed bonuses for DS and Combat Knife is definitely the wrong way to go. Balance the DS a different way.

Kiting shouldn’t be made impossible just because .01% of the community is able to breeze through Havoc 40 on a build built for maximizing speed.

And nerfing the zoom zoom abuse builds won’t affect the majority of the community negatively.

So breaking the game is completely ok in every other game-mode? You must have missed the massive hate the community gave to speed-running zealots. How would nerfing something that breaks the entire game’s combat flow be the wrong way to go?

Impossible? Not being able to infinitely outpace the fastest enemy types in the game with a couple specific weapons won’t kill kiting and evasion. Emperor forgive if you have to dodge/slide away from a rager more than once a minute.

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there are many pointless/useless talents that should be reworked/changed
because those talents are troll and no one ever pick those. unless a noob player

and because of that, there are only few limited builds
which most of the time are almost the same, giving no real variety.

plus worth to mention about the weird tax node of chorus for only that specific ult, when it should be simply merged

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Nerfing Zealots stamina regen speed or reducing Zealot’s base speed, as knife Zealots are the only ones breaking the spawn cap anyway can achieve the same result. Zealots can facetank ridiculous amounts of damage anyway, they don’t need to be speedrunning. Psyker doesn’t have nearly as much access to TDR, so high mobility is much more important