A bit of an identity crisis
What the zealot is: a skirmisher who’s role is to tie up large groups of [ranged] enemies to keep the rest of the team safe.
What the zealot is not: a dedicated frontline [Ogryn] or a ranged carry [Vet/Psy]
The class itself lacks identity.
It’s a rusher that can rush if it has a cooldown available.
It’s a melee fighter that is objectively really squshy.
Here are a few problems with the zealot:
1/Low toughness: any ranged damage will punch through, leaving the red bar naked and shrinking
2/Dodgy mobility: one gap closer, that can be interrupted and that can only be used to reposition offensively
3/No interesting perks
4/Overreliance on carpal tunnel mechanics such as slide spamming
Proposal:
1/Increase the toughness
100 is clearly very very low. Especially with the class ability nerf from 100% to 50% (which… wouldn’t change the speed at which it disappears).
Remember, the lower the toughness, the more bleedthrough damage you take, so the less said toughness is useful.
If you do not have 90%+ toughness, toughness will not save you from ranged weapon fire or melee attacks.
2/Give the class an inate that helps him achieve a goal that isn’t the Ogryns
-Extra sprint speed
-Natural stamina regen
-Extra dodge range
-Lower cooldown between actions (dodge, slide, etc)
Those are the tools the zealot uses to get within crusading distance of dangerous enemies.
Class ability could also be used to target allies or cover some amount of distance if needed (repositioning).
Inate cooldown speedup on melee kills could also help the class get more mobility if need be.
3/People have gone over those many times…
But things like “give martyr bonus for 10s to your friends in coherency when you gain a stack”… Who???
Or 20% all damage stacks vs 6 stacks of martyrdoom [suicide as that means playing with 10% hp for… 30% power] vs 25% cqc ranged damage
Or 25% extra hp thanks to that passive regain of health on damage taken…
A lot of them are bland or downright bad.
None of them provide the zealot with the tools he needs to do his job.
None of them have any real identity or synergy (except crit)
We know you can do better Fatshark!
4/If you’ve been inside the game files, you’ll have had access to the Eldritch knowledge that all class do not work the same in engine. Zealot takes no damage when sliding. Which is a huge bandaid fix.
I’ve spent thousands of hours on warframe and done enough Zorencoptering to tell you: this gets old and painful fast enough while not fixing any problem.
I think a fair amount of the Zealot’s power lies in the hidden mechanics of his slide, his 0stamina sprint speed, etc. And the player has no direct agency over that power. It’s just there, take it or leave it.
At the moment, the Zealot crutch is the contentious flamer. A strong weapon that only he can access. At this current time, it’s a fine weapon with very notable strengths and less obvious drawbacks. But it could change within a heart beat.
While the Zealot is very clearly playable, the amount of work needed to get it to work doesn’t feel worth it, when a Vet with a gun can do the same work from the safety of his couch.
I am a bit tired of being questionned on the why of this class?
“Want to play melee? Ogryn does this so much better!”
“Want to play ranged? Y u no play Vet?”
*My personal saltmine: Zealot & Vet share a lot. *
DT is a game where melee enemies pose no real threat (shooty shooty makes any melee meanie go away).
Yet one class is very clearly overtuned and has varied interesting playstyles (helps having what equates to 1200+ toughness with ult).