Playing as Zealot feels bad

I didn’t play it much earlier, but now I completely understand all the zealot players’ complaints.

Grail knight and waystalker messed up their basic skill with their healing - you know exactly which one. And it wasn’t enough, now there is the new Shalya something (new for me) that heals all the teammates nearby. Not nice, not nice.

Zealot should be exempt from their regeneration - or stop it at 30 or 20. And holy fortitude should only affect THP regen.

Tourney Balance mod had the solution. Every use of his ability turns his green perma-health into white THP.

Not appropriate for official use. The mod is used for modded difficulties with a high concentration of enemies. THP depletes in official realm when the elf shoots everything between hordes and events.

As a late-cycle DLC the Grail Knight doesn’t mesh well with everything. But, as for Kerillian’s regeneration and the Zealot, the regen is supposed to be offset by the elf’s friendly fire.

See, Ensrick, FF is essential.

I’m going to have to hard disagree, because, once again, I played a lot of modded games with a friend who only plays elf and only plays Champion difficulty with my mods

We used my career tweaker mod, which is still in development. I added the Zealot THP conversion from TB as a toggle. Zealot has insanely high THP generation because of the talent giving +15% heal per 30 missing hp, and I had no issues with THP in the least. On Legend and Cata it was also fine. I think people convince themselves too easily of things they have never tried.

Also, what you’re suggesting makes even less sense, because if you’re experiencing THP depleting due to there not being enough enemies, that would be a bigger issue with your suggestion of making him immune to regen. Whether you make him exempt from regen or use the ability to convert the HP, you’re still having to take the green HP down to 30 or lower. The biggest difference I noticed, having actually played a lot with his ability: when I have team regen from Waystalker and GK, it helps when THP gets thin, in a way your idea does not, because the regen can be converted to THP, which actually makes it useful.

Furthermore, the convert on ability use lets Zealot players take advantage of Nat Bond and heal without losing THP. Just making him immune to regen doesn’t do that.

There’s one last thing I’d mention: if you were to force Zealot players to have no regen at all, or to always run the THP convert on ability use, you’d take away Mega Tank Regen Zealot. Getting GK regen and Waystalker regen just converts him into a super tank. In the Chaos Wastes I explicitly go for the regen perks like Nat Bond and regen 1 in 3, along with bonuses to healing, because it makes him damn near invincible.

Taking away regen or green HP forces players to play Zealot a certain way, so whichever way it gets done, I think it has to be something players opt into, whether it’s tied to a specific talent or some toggleable option.

You played modded realm where you don’t need to wait until other players collect a grim and that can take quite the time.

At the same time I didn’t have 1 but 2 suggestions. One is to remove regen entirely. The other is to stop it at 20 or 30 green HP. I won’t put more thinking in the concept, because even if the devs see such discussions, they only take ideas, not full implementations. They could turn the HP regen to THP over the limit, for example.

Converting all HP into THP is a simple solution, but what if the devs don’t want to do it, because they don’t like the idea?

then they shouldnt have made a class that works on being low hp, its the same when they tried to change it so that THP does count as normal HP for the sake of his passive, and that broke the character entirely.

i played with the mod ensrick mentioned that convert HP to thp and its genuinely a great solution, the only concern would be how strong and unrestrictive it is for an already extremely powerful class, something you easily could alleviate with some number tweaks

Here’s another idea if they don’t wanted it tied to ability use:

If they ever rework talents, the Level 25 movement-speed-on-taking-damage talent seems like the least impactful option. My suggestion: replace it with a talent that converts Green HP to THP, since Zealot already has a movement speed talent. Here’s the idea:

Every strike the Zealot lands on an enemy converts some of his Green HP to THP, as long as his Green HP is above 30.

You could give it a thematically fitting name like Flagellation.

It’s when you join a party in the keep with a waystalker. Their talents/gear are hidden so you can’t see them when you hit tab, you ask if they’re running party heal, first via mic, then by the chat because if so, you’ll switch to another career. You get no reply (having already confirmed they speak the same language and understand you).

You then step into the portal, start the mission, run off to get your buffs via your locally sourced overhead, only to notice your perma HP regenerating and ONLY then does the waystalker respond over their mic with “Oh… I’m sorry, I forgot that Zealot players don’t like Rejuvenating Locus”

No word of a lie this actually happened to me and it left me speechless for a few moments, just couldn’t bring myself to say anything constructive.

I can’t speak for lower difficulty than cata but ult replacing green to white hp is the best option, can also add a lower Thp decay as a passive and zealot would be 100% fine in cata (i believe legend too…) Also his level 10 talent power boost is useless.

2 ideas

Castigate (the attack speed talent): Increases attack speed by 3.5% for every level of Fiery Faith. (More flexible risk/reward. You may say meh easier when you have 38 HP instead of the ideal 30 or 36.)

Unbending Purpose (The pathetic 5% power talent.): 5% Power for every level of Fiery Faith.