Getting shot causes slowdown, and if you use zealots charge during this slowdown it gets extended for the duration of your charge, locking you in place during your charge. Zealot is a class that is already extremely vulnerable to ranged units, and having his gap closer / escape skill fail fairly consistently is really putting a damper on my enjoyment of the class.
Should make zealot immune to damage, slows etc while dashing.
I would love that, having two charges of invul/movement would give him the get in get out capacity he needs. While I like the lock on mechanic I do wish it highlighted the enemy you were targeting and would only lock on if you held the button for a short moment. It has a habit of targeting the enemy right in front of me.
IMO, Zealot needs so much love that they should just be immune to slows 100% of the time.
I feel like the ability button should be more like a panic button and “get out of jail free” card than it is. In Vermintide 2 this was an issue as well. Often while using your ability, something interrupts it by attacking you making it a waste and/or you get a special hopping on you. For abilities like that of Ogryn and Zealot, it should allow you to complete the charge uninterrupted.
There’s nothing quite so deflating and disappointing in a game as when you use your character’s ultimate ability only to have it ruined by a little trash enemy clubbing you or a special grabbing canceling it at a critical moment. When the game ends to something like that, I turn off the game to go do something else.
Yeah. I really want them to be treated as an initiator that is rewarded for pursuing melee. Right now, they really get punished for pushing enemies because of the sheer amount of stun and knock back they receive from ranged attacks.
I really think that the zealot should have something that makes them less vulnerable to mutants, trappers and dogs. The class really relies on pushing the enemy to maintain toughness since the only way they can gain it otherwise is by waiting behind cover.
I think that until death should trigger when they get caught by trapper, dog or mutant so that they aren’t punished so hard for fighting in the frontlines of a hoard when something extremely hard to see comes to grab them through all the trash mobs.
Not trying to be mean, but I just wanted to say that I found it extremely hilarious that the person with a Grail Knight pic said:
I feel like the ability button should be more like a panic button and “get out of jail free” card than it is.
GK’s ult gets interrupted by pushes from banners, assassins, and elites or elite strikes and monster hits. His ult doesn’t cleave through chaos warriors or monsters and doesn’t do as much damage as shade, huntsman, or ranger vet’s ult that also makes them invisible. There’s nothing ironic about it. I want GK’s ult to be uninterruptable too.
agree, i think the only thing that should stop the dash is only if you bump into someone, having it stoped by gunshots and fire is very silly.
Zealot just needs to be reset to its state from the Closed Beta. Even as someone who doesn’t play Zealot, it was visibly performing so much better than it is now. It’s sad to see.
Let’s not be subtle here.
The zealot charge should be a serious threat, it’s not.
When I charge in, all enemies I touch should be thrown aside. When I arrive at my destination (which I SHOULD be able to VERY CLEARLY control), there should be a large pious explosion stunning and knocking back all enemies in a radius.
After that I should be blessed by the God emperor with five seconds of guaranteed crit damage.
Also, make the thunder hammer more thunder hammer please!
You know, actually if they did all that, it might not be bad. All the Darktide special character abilities are extremely underwhelming. They can just increase the cooldown timer, as is but they’re not that useful.
I’m using Zealot charge mainly to get downed allies and to boost my toughness after taking some ranged hits so I can get in close to shooters. That’s it.
Also, I’m disappointed the thunder hammer doesn’t do AOE or cleave at all on the heavy strikes. It’s only for single-target damage and you have to charge that lightning maybe 3-4 times to kill a mauler on higher difficulties.
“For the Master of Mankind!” Zealot rushes 1 foot, gets shot once, runs in place
Shooting stuttering your sprint? Makes sense. Shooting stopping my charge that I use to close the gap with shooting enemies? Not great.
I’m here for all the Zealot mains who charged a gunner or reaper only to get shot 1 foot away so they get to re-enact the death scene from Platoon.
The explosion is a bit much but I do miss the 4 seconds of crits. Also highlighting the enemy targeted and letting a quick press consistently do the short untargeted charge would be nice. All too often a quick press made me target the enemy in front of me.
The explosion is a bit much but I do miss the 4 seconds of crits. Also highlighting the enemy targeted and letting a quick press consistently do the short untargeted charge would be nice.
All too often a quick press made me target the enemy in front of me.