Let's Look Upon Zealot and Pray

The problem with the chorus argument is giving chorus only three pulses ruins the longevity of the stun. Chorus isn’t just about the toughness and buffs, its about making the enemies stunned so your team can take an action for free, or even being able to push certain bosses off a cliff.

… isn’t that one of the reasons people assume its OP… is a long continual stun opposed to a one off of any other ability. With gold toughness regeneration, invulnerability and suppression all in one and for a long duration.

Here’s the break up i proposed, but should be broken up some-how too much for 1 ability, even 2 talents.


Chorus of Spiritual Fortitude: Wield a Holy Relic that releases pulses of energy every 0.8s, 3 times. While channeling, allies in coherency have stun immunity. Each pulse replenishes 25% toughness to allies in coherency. If the ally is at full toughness they instead gain +25 Max toughness. 60S base cooldown.

Current: 5 pulses, added invulnerability, 20% toughness per pulse to reach +100% Max toughness over +75.


Banishing Light: Each Pulse also staggers and suppresses enemies within coherency (locks out Eternal Light)


Eternal Light: channeling also grants invulnerability to you and allies in coherency and for 3s after. (Locks out Banishing Light)


Holy Cause, Ecclesiarch’s Call: extended buffs to channel duration as well as after canceled or finished.

Current: buffs only proc after final pulse.

nah hes right it fits the lore that zealots have only one path and anyone who diverts from it is wrong

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That is the best explanation I’ve heard for his tree, bravo.

If they would funnel equally powerful and relevant options to each branch would make more sense.

There aren’t necessarily any big changes to make. For example, the talent that gives toughness after a heavy attack kill should be changed to toughness on a heavy hit, but only 10% of it opens up possibilities, such as not using second wind and therefore going to the right side of the tree. Adding +15 toughness after blitzes, like the various reworks of other classes, etc. etc. So you can take stun or immo nades or blade immo nades more easily they can buff a lil stun and immo nades they look pretty outdated now for havoc. But still stun nades aren’t so popular but I’ve done my best clutch and revive in giga mixed hordes ever with them.

Shroudfield, balanced lmao. Good one! :rofl:

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complaint: zealot has no variety

fatsharks solution: buff all meta zealot builds by 100%

if the ogryn rework is anything to go by, anyways

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You’d still be able to do this with three good pulses. It’d actually be easier because every pulse would stagger a boss.

Gotta buff some nerf some can’t choose everything good at once if there are too many goods that’s what I got from Ogryn change

I disagree… it would make this talent OP.
I use it… but only with weapon that give an advantage to use it.

however, I must add that, as everything is balanced by buffing… well let’s continue to break totally this game.

Your opinion but not working right now if you kill 5 mobs you regen 50% this is overkill if you got maybe only 5% per hit this work much better and you can remove the need of second wind. And … you can have a look at Ogryn rework you can totally do you can do whatever you want you regen for the whole group so when we talk about balance it’s dead.

very basic example but i think stuff like the new lucky bullet modifier that gives a guaranteed proc every 10 kills is good concepts. it doesnt work out THAT well in practice but it can be tuned, but my point is that it enables new builds and unique ones too.
stuff like just giving heavy hitter 80% impact is “wtf are you doing” amounts of nonsensical buff

i think the takeaway I have from the ogryn rework is that fatshark struggles to understand what a build really is. they’ll add a powerufl new talent that every build wants and they’ll place it in the middle of the tree. that’s just a buff to the character itself with extra steps

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I don’t think anyone knows how impactful impact is worth till testing though if anyone should it should be FS.

Typical of release though they could start high and dwindle it down but tends to just stay high. I do hope they fine tune down after all the buffs when moving on to next rework.

Just remove all these shitty trees this is a non sense in a game like this. V2 don’t have it and work better. This is not an MMO where you have to customize your character for new bosses mechanics new expansions. This is an variety illusion when you have found a good build you stay with it. This is a waste of time. I prefer to tweak only CA blitz and have more classes and maps and content

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Try it with a Rashad Combat axe and use the Heavy. You kill 3 - 4 enemies every swing.
Same for Relic Sword…

If you take a weapon that takes advantage of this talent, it is REALLY powerful
Of course, not with all weapons and not with all ways to play. By example, if you use the relic sword but do not take advantage by using heavy hit most of the time, sure the talent looks weak.

In fact, what you propose would be good IF there was no weapons that can take advantage of heavy swings. But there are…

Even a 5% for every swing is much better than a 10% per kill. Work for bosses and everything actually the talent is far worse than second wind. The left side of the tree is totally always a waste.

honestly i agree the format is worse. i like some of the new talents and they’re good concepts but the format in which they’re delivered is bad.

it was more fun in vt2 where each career had real identity and strengths/weaknesses. i’m not sure i can explain this well but in vt2 you had classes with less weight on their active ability but more weight on other signature skills. for example, ranger veteran is defined not by his smoke bomb, but by how he made specials drop stuff in my opinion. but in darktide this dynamic is gone because any veteran can pick up any active with any aura if he wants. if you view a branch of the skill tree as a career, then career signature skills are gone because you can just mix and match the best ones

they were also just more unique and cool. bounty hunter whips out a fat pistol and gets good special killing abilities? fun and drastically different from zealot who gets martyrdom and charges into the fray like crazy to live only on temp HP. meanwhile in dt all veterans feel the same

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The problem is the tree abilities is always a trap in all games look at WOW in 30 years they will still never be balanced

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On hit procs once per swing on kill can proc multiple times per swing, not that i lose that much toughness but you could potentially restore all toughness in one swing. Thats the only strength i see in current version over on hit… I do prefer on hit though.

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Pretty sure a 5-7 % on swing max is still better yes. We don’t want an OP thing just to get ride of right mandatory tree side. At this moment this is an almost mandatory piety build but when I’ve try momentum with it was so much fun. Momentum need a rework probably add a 1% to CA ability regen cooldown and toughness resistance . So we can leave piety build. So we have more choice. At full stack a 15% cooldown reduction and 15% toughness resistance can work actually you are almost tied to piety because of all the benefit. Inexorable J. mean sorry