I posted something 1 day ago that said the zealot is the biggest victim in the current game state.
I might have used some inappropriate examples and misled what I wanted to say.
Yes, Zealot is strong at this moment. yes, Zealot has the highest mobility. and Zealot may be able to pull off some of the things others can’t. I totally agree with these.
But, can any of you deny that melee has a significantly higher risk than range and at the same time significantly lower reward compared to the high risk? and by reward, I mean the damage you have done.
And just in case some people ask why is it all about damage? Simply because that’s how the game designed, before the void staff still op, I had a chance to play some 4 void staff games, and simply nothing can get close to you and this is on the maelstrom with 83000 reward, nurgle blessing, scab only most melee modifiers. and nothing can get close to any of us, even at a point we facing over 10 plus crushers 10 plus maulers 10 plus bulwarks, and over 20 plus ragers, nothing can get close to us.
It just simply tells me a thing, if your damage can overwhelm the enemy, there is no such thing as risk.
And, after all, Zealot is the only one that can’t actually come out with a full-range build, please don’t tell me that you are playing a full-range build now as Zealot, there is no such a thing because you don’t have the perk to do so, you are not picking your perk base on range weapon, you just picking some perks because you don’t have an option. Just go and check the ogryn right side whole perk tree and tell me you have the same amount of options when you want to build a range Zealot.
All I want to say is whether they should buff the melee to a point where the risk we take equals the reward we getting, or please give Zealot a proper range build option by changing the talent tree.