[NEW KEYSTONE IDEA] A new "Double melee" keystone for Zealot

No, there is no reason to give more points, it’s part of the balance, playing with the 2 extremes (lets call them branch 0 and 4) isn’t really the idea.

You can build as usual, using Branch 1, 2 and 3, or you can instead lean to season A, where its more sensible to just stay in branch 0, 1 and maybe 2; or toward season B, and remaining in branch 2, 3 and 4.

Archetype/Classes (still hate that they thoughtlessly renamed them) would probably require a lot of additional work comparatively, and as much as I like the Arbites, Hive Scum I haven’t played much in the general game, I still have a big soft spot for Zealot, Ogryn and Psyker (I do not play Vet).

Tbh I feel like to make a full melee Zealot work, you’d need something much deeper than just a keystone. Hence being locked in a new branch.

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Fair, but I doubt Fatshark’s ability to balance it - they would probably break the entire game trying to fix one bug in this huge talent tree, again.:sweat_smile:

How come? What do you think would be enough? A ranged-damage shield blitz you were talking about previously, or something more?

Personally, I think Zealot just needs a bit more movement speed, dodge/slide distance, additional dodges, and a way to get out of disables if something goes wrong (without a ranged weapon, that can happen pretty easily). Zealots already have a lot of tools for safety, gap closing, and countering gunners.

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