# The last "Rework" Zealot would ever need

**URL:** <https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209>\
**Category:** Gameplay Feedback\
**Created:** [November 6, 2026, 12:12am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209 "2026-11-06T00:12:09Z")\
**Posts on this page:** 19\
**Page:** 1

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**Author:** ![Vror](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/vror/32/97172_2.png) [@Vror](https://forums.fatsharkgames.com/u/Vror)\
**Post date:** [November 6, 2026, 12:12am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/1 "2026-11-06T00:12:09Z")

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I’m gonna be honest, I’m insanely happy with the new tree, I was able to make so many more builds, play so many different talents as well as all abilities being really good even in High Havoc

There’s only 2 issues Zealot has that need to be solved in _ **my personal opinion** _

The first is easy, and it’s just a rework to a few useless talents that nobody pick since they aren’t exactly good with the class with how it works right now

The second however, is **giving Zealot an unique thing that people can easily distinguish them from other classes**

So let’s begin with the simple one first

# Talent Rebalance

## Buffs:

- **The Voice of Terra** :  
Added 2.5% Toughness regenerated while ranged weapon is out

Simple buff, for more ranged oriented playstyles, and to give you a motive to use on slower firing weapons like revolvers and so

- **Dance of Death** :  
Changed proc condition from “After successful dodge for 3s” to “While Sliding”  
Added +10% slide distance

Sliding is kind of Zealot’s thing, encouraging slide-in revolver unscoped shots, or even shotgunning stuff with it can be really good with this for all shotguns available. And of course, let’s not forget about our beautiful Shredder auto pistol

- **Got Your Back** :  
Removed all current effects  
Upon killing an enemy with melee that is targetting an ally, win 25% melee damage bonus for 3s. Ally wins 15% Damage Resistance. Has a 3s cooldown

The Talent needs to give a reason for the Zealot to equip it, by rewarding the class with more damage, Zealots will be incentivized to keep clearing their allies should they choose this

- **Retaliatory Defense** :  
Cooldown increased to 18s  
Stamina gained per block break increased to a 100%  
Gain 15% less stamina consumption for 4s

Simple changes to make this talent worth, not really much to elaborate here. Idea is good, it just needs slightly more as proposed here

- **Out of Pocket** :  
Removed current effect  
Win 1% ammo on backstab kill (Elites and Specials only), 5s cooldown

This is the only change I think could be controversial, since it’s “ughhh more ammo regen slop!” which I do kinda agree, but 1% every 5s and ONLY on backstab + elite/specialist kills will not generate as much ammo as something like Veteran’s passive talent, Scavenger or any of the 1% regen every 15s talents, I promise. Yes this one applies for ranged weapons too, so things like Revolver could see some sweet use, or even IAG with Raking Fire blessing, who knows

- **No Respite** :  
Added “Next push is free on proc”

A simple buff to give it better control upon crits. Should benefit slower weapons a lot more than faster crit full boosted weapons because of the cooldown

- **Desperation** :  
Added “+5% Movement speed on max stamina” (Alternatively, +10% attack speed on max stamina)

Basically giving it the Hive Scum talent treatment, where you get more dmg from no stamina, but instead of winning more DR on high stamina, you get faster movement speed that gets drained the lower your stamina goes

- **Risen + Fire and Fury** :  
Removed, and their benefits added to Zealous Pilgrim

Zealous Pilgrim essentially requires (or heavily encourages) having these 2 extra talents picked to benefit from the Unkillable from ability effect, meanwhile you could just pick Holy Revenant for a safer and less restrictive ability

Zealous Pilgrim is goated for charge martyr builds, but the fact that you need to spend 2 extra points really makes this a high risk for mid reward. If you had those 2 extra points for other stuff just as if you picked Holy Revenant, the ability would be absolutely worth it

- **Martyr’s Purpose** :  
Effect increased from 50% to 60%

While it would still be inferior to the other 2 alternatives, giving this talent a little bit of love should help this becoming a good choice for players that can’t go for constant weakspots and aren’t using a crit based weapon

## Nerfs:

- **Shroudfield** :  
-Now it cancels upon starting a rescue/revive, rather than only when finishing it  
-Enemies will now continue their attack for at least 1s after activating Shroudfield (Basically, melee enemies will continue their attack where you were last and finish it, and ranged enemies will keep firing for to where you disappeared)  
-Upon leaving stealth, +20% stamina cost for 3s (actions that take stamina take more stamina for the duration)

The idea is to nerf the ability to use this as a get out of jail free card and garantee complete game domination with it. The ability being strong is not the issue, the damage it can deal neither is IMO (especially since they keep adding soft damage caps to new bosses). It’s the survivability you get from it, and ability to essentially true solo any map

True soloing with stealth should be harder than it is right now

- **Until Death** :  
Cooldown increased to 160s-180s

It has been a long while since this talent needed a nerf. Making the change to this talent to be core and a must pick to the class was good, it gives Zealot some sort of identity (even tho not enough since Arbites has True Grit), however this talent has been overtuned for a while now

an Until Death nerf also means a Holy Revenant nerf, and a greater reason to pick Zealous Pilgrim (so both options now would rival each other, maybe)

# Giving Zealot an Identity

Ok, the ever so hyped change that will probably blew your mind (it’s already a kinda popular idea)

**Allow Zealot to pick a 2nd melee in their Secondary Slot** (this would be a Zealot class passive)

I’ve recently been playing Realms with the ability to play with 2 melees on Zealot thanks to Realms Loadout, and it has been insanely fun and effective, making me pick talents, perks and blessings on my melees that I would never pick if it wasn’t because I could have 2 melees

Realms Loadout even does this in an elegant way, by splitting the menus into ranged and melee for the slot, like this. I think this would be perfect

 ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/2/f/2f168bdef504a51938c0829590b53aa45006775d.jpeg)

 ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/9/0/908b39ed2148cf929702122aac62966fcbd32dfa.jpeg)

This alone would make Zealot SO MUCH FUN and a lot more deep on what options you can choose

Wanna use Heavy Sword but don’t wanna get ruined by Carapace? Now you can pair it with Knife, Tacaxe, DS, Relic Blade, Thunder Hammer, and so and so

Love using the Knife but you lack horde clear? You could pick flamer since it’s broken, but that’s so boring + pug players will scream at you for picking ammo, so you can now equip Relic Blade / Crusher to compensate for that

I went on trying this in H40 solo, and here’s one of the combos I liked most

[![](https://i.ytimg.com/vi/thbNzerXQNU/hqdefault.jpg "Zealot 2 melee Prototype | Havoc 40 True Solo") ](https://www.youtube.com/watch?v=thbNzerXQNU)

Bonus: Add shivs to Zealot already pls

# TLDR:

Zealot is nearly perfect and just needs slight changes on the OP talents and buffs to the never used talents + the ability to use 2 melees as a passive

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<div class="post-metadata">

**Author:** ![Rvl](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/rvl/32/115814_2.png) [@Rvl](https://forums.fatsharkgames.com/u/Rvl)\
**Post date:** [November 6, 2026, 1:52am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/2 "2026-11-06T01:52:26Z")

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> [@Vror](#):
>
> - **Got Your Back** :  
> Removed all current effects  
> Upon killing an enemy with melee that is targetting an ally, win 25% melee damage bonus for 3s. Ally wins 15% Damage Resistance. Has a 3s cooldown

This change I fully stand behind. Most of the time this talent does nothing, because your teammates are either at full toughness already or they can restore it themselves in a swift manner. Damage resistance is probably too much, just make it toughness damage reduction.

> - **No Respite** :  
> Added “Next push is free on proc”

This talent is already good for builds with no stamina curio to make sure you don’t run out of stamina, but I don’t mind this buff, it’s cool.

> - **Desperation** :
> 
> > Added “+5% Movement speed on max stamina”

I thought you guys don’t want to outrun enemies all the time?

> **Shroudfield** :  
> -Now it cancels upon starting a rescue/revive, rather than only when finishing it

Toning down team utility aspect of the ability (revives) is not the way to go, if you really want to nerf stealth just do something to its damage or something, or reduce movespeed while invisible so you can’t run across the map with it.

I wouldn’t touch it at all, I play lots of pubs, and shroudfield Zealots are some of the rarest players on this game outside of Thunder Hammer builds which are pretty balanced (yes, I said it, don’t be mad, TH deserves to be a strong weapon).

> - **Until Death** :  
> Cooldown increased to 160s-180s

Overtuned according to who or what? Ok, how about instead of giving it this cooldown, make it increase its base cooldown for each time it procs? And definitely not by much, just give players some punishment if they overuse it.

> **Allow Zealot to pick a 2nd melee in their Secondary Slot** (this would be a Zealot class passive)

I applaud this part of the post, really good idea and suggestion. But I’ll be honest… They are saving this idea for another paid class probably, even if they’re gonna do something like this.

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**Author:** ![ZoroDaOtter](https://avatars.discourse-cdn.com/v4/letter/z/f475e1/32.png) [@ZoroDaOtter](https://forums.fatsharkgames.com/u/ZoroDaOtter)\
**Post date:** [November 6, 2026, 1:59am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/3 "2026-11-06T01:59:31Z")

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> [@Vror](#):
>
> - **Retaliatory Defense** :  
> Cooldown increased to 18s  
> Stamina gained per block break increased to a 100%  
> Gain 15% less stamina consumption for 4s
> 
> Simple changes to make this talent worth, not really much to elaborate here. Idea is good, it just needs slightly more as proposed here

IMO, just add the removed Impassible talent to it. IIRC, it was gain dodges on perfect block and gain stamina reduction for dodging.

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<div class="post-metadata">

**Author:** ![Vror](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/vror/32/97172_2.png) [@Vror](https://forums.fatsharkgames.com/u/Vror)\
**Post date:** [November 6, 2026, 3:23am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/4 "2026-11-06T03:23:08Z")

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> [@Rvl](#):
>
> I thought you guys don’t want to outrun enemies all the time?

True, I was thinking of it being +10% attack speed at max stamina, that could also work ig

> [@Rvl](#):
>
> > **Shroudfield** :  
> > -Now it cancels upon starting a rescue/revive, rather than only when finishing it
> 
> Toning down team utility aspect of the ability (revives) is not the way to go, if you really want to nerf stealth just do something to its damage or something, or reduce movespeed while invisible so you can’t run across the map with it.

Clutch capabilities is kinda what pushes this into being OP broken. Having garanteed rescues for no investment is uhhh kinda a lot

The damage is not really an issue, yes I’m essentially 1 shotting bosses with martyrdom + time to kill + thammer but, it’s inconvenient to get those hits in real games with all the bosses moving and stuff (caps are defenitely consistent)

Movespeed reduction could work, tho you can already move insanely fast even without this movement speed boost by just abusing fast moving weapons. Removing the movespeed hurts the slower weapons a lot more than the gamebreaking ones for shroudfield (DS and Knife)

> [@Rvl](#):
>
> I wouldn’t touch it at all, I play lots of pubs, and shroudfield Zealots are some of the rarest players on this game outside of Thunder Hammer builds which are pretty balanced (yes, I said it, don’t be mad, TH deserves to be a strong weapon).

I get that, tho the same kinda applies with infiltrate veteran

But I kinda like infiltrate veteran being more team support oriented, and shroudfield more damage selfish boss deletion

Since shroudfield is a lot more consistent to have in the pocket, it’s kinda why I wanna nerf the team capabilities

It’s just that Shroudfield is broken because it essentially solos the game and can carry any team. Make carrying less reliable with this and it would be good

> [@Rvl](#):
>
> Overtuned according to who or what? Ok, how about instead of giving it this cooldown, make it increase its base cooldown for each time it procs? And definitely not by much, just give players some punishment if they overuse it.

Well, me, I don’t exactly have a Source other than my playthroughs on Solo and Havoc 40 really, so I guess it’s more of a personal opinion of mine

2 minutes is up to 15 procs in a 30 min game minute assuming you eat poopoo every time it’s up  
3 minutes would be 10, which is a lot better I think

> [@Rvl](#):
>
> I applaud this part of the post, really good idea and suggestion. But I’ll be honest… They are saving this idea for another paid class probably, even if they’re gonna do something like this.

It would make me really sad, Zealot is the perfect candidate for this

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<div class="post-metadata">

**Author:** ![Vror](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/vror/32/97172_2.png) [@Vror](https://forums.fatsharkgames.com/u/Vror)\
**Post date:** [November 6, 2026, 3:41am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/5 "2026-11-06T03:41:46Z")

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I wanted this talent to focus more on panic moments rather to a win = win more situation

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**Author:** ![temp](https://avatars.discourse-cdn.com/v4/letter/t/f04885/32.png) [@temp](https://forums.fatsharkgames.com/u/temp)\
**Post date:** [November 6, 2026, 7:48am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/6 "2026-11-06T07:48:08Z")

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> [@Vror](#):
>
> Clutch capabilities is kinda what pushes this into being OP broken. Having garanteed rescues for no investment is uhhh kinda a lot

Are there even many players who can pull off this clutch? I only know you and one other guy on YouTube, and that’s pretty much it

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**Author:** ![temp](https://avatars.discourse-cdn.com/v4/letter/t/f04885/32.png) [@temp](https://forums.fatsharkgames.com/u/temp)\
**Post date:** [November 6, 2026, 7:57am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/7 "2026-11-06T07:57:06Z")

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> [@Vror](#):
>
> It’s just that Shroudfield is broken because it essentially solos the game and can carry any team. Make carrying less reliable with this and it would be good

Yesterday, I scraped one of the stat-tracking websites and converted everything into a spreadsheet format that’s convenient for me. I only skimmed through it, to be honest, but I found a game with 19 deaths and 17 knockdowns (which ended up as a loss), and another one with 15 deaths and 18 knockdowns, plus a few other similar cases, just slightly less extreme. And among all these games, I didn’t find a single one where a Shroudfield Zealot carried the match. Even the ones who relatively carried (making 10 revives, for example (which includes revives, pickups, net frees, and possibly ledge pull-ups) did so with a Hammer. That’s out of about 650 games. Though, perhaps those games are hidden among the ones with only three deaths per match or something like that. But carrying just any team as a Zealot is something only you, Cheese, or someone of that caliber can do — which is, essentially, a minuscule percentage of players

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**Author:** ![Enforest](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/enforest/32/73699_2.png) [@Enforest](https://forums.fatsharkgames.com/u/Enforest)\
**Post date:** [November 6, 2026, 8:09am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/8 "2026-11-06T08:09:53Z")

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Where is the worst skill in the game the Master’s Retribution?

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**Author:** ![Khorne\_Dawg](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/khorne_dawg/32/111464_2.png) [@Khorne\_Dawg](https://forums.fatsharkgames.com/u/Khorne_Dawg)\
**Post date:** [November 6, 2026, 8:14am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/9 "2026-11-06T08:14:13Z")

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> [@Vror](#):
>
> - **The Voice of Terra** :  
> Added 2.5% Toughness regenerated while ranged weapon is out

I’d probably just make it 10% for either bracing or shooting, similar to Ogryn’s Steady Grip. I’m satisfied with either or, though.

> [@Vror](#):
>
> **Allow Zealot to pick a 2nd melee in their Secondary Slot** (this would be a Zealot class passive)

Zealot’s definitely THE best Class for Secondary Melee Weapons. I’m strongly in favour of it, especially if it’s capable of making us feel even more like Crusaders and Death Cult Assassins.

> [@Rvl](#):
>
> I applaud this part of the post, really good idea and suggestion. But I’ll be honest… They are saving this idea for another paid class probably, even if they’re gonna do something like this.

Something like this is so preposterous that it loops back around to being a genuine possibility, just like Meltaguns being exclusive to a Sororitas Class. I’d be feeling pretty peeved if Fatshark gave Secondary Melee Weapons to a DLC Class instead of Zealot. Ugh, let’s just hope not…

Secondary Melee Weapons are Zealot’s territory, plain and simple.

 ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/6/2/629fabe835b92927dde78cabc7af57b20dc93111.jpeg)

The Sororitas are more disciplined, let their Class have the Faith Tokens Half Caster playstyle.

 ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/e/a/ea1b23ca2c6f29dd060b6c7332bf2b15986a9694.jpeg)

> [@Vror](#):
>
> Bonus: Add shivs to Zealot already pls

But consider…

 ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/5/e/5ef6c539b274618294ee5113c87061dab5229a0e.jpeg)

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**Author:** ![ZoroDaOtter](https://avatars.discourse-cdn.com/v4/letter/z/f475e1/32.png) [@ZoroDaOtter](https://forums.fatsharkgames.com/u/ZoroDaOtter)\
**Post date:** [November 6, 2026, 9:23am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/10 "2026-11-06T09:23:08Z")

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In my experience the only time you were triggering and using Impassable was when you’re playing defensively because there really isn’t any other scenario where you’re going to hold block and dodge at the same time.

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<div class="post-metadata">

**Author:** ![ZoroDaOtter](https://avatars.discourse-cdn.com/v4/letter/z/f475e1/32.png) [@ZoroDaOtter](https://forums.fatsharkgames.com/u/ZoroDaOtter)\
**Post date:** [November 6, 2026, 9:31am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/11 "2026-11-06T09:31:12Z")

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> [@Khorne\_Dawg](#):
>
> Secondary Melee Weapons are Zealot’s territory, plain and simple.

 ![capture_temp](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/7/0/70bdcbf547714f6d0374234ecb4aefbf2cc49fd1.jpeg)

Wdy mean Zealot’s territory? It’s clearly a Vet thing to have more than one melee weapon.

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<div class="post-metadata">

**Author:** ![Khorne\_Dawg](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/khorne_dawg/32/111464_2.png) [@Khorne\_Dawg](https://forums.fatsharkgames.com/u/Khorne_Dawg)\
**Post date:** [November 6, 2026, 9:52am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/12 "2026-11-06T09:52:40Z")

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> [@ZoroDaOtter](#):
>
> It’s clearly a Vet thing to have more than one melee weapon.

I was specifically referring to “Secondary Melee Weapons” as, like, you take two Melees instead of a Melee and a Ranged. Your Secondary slot is your Ranged slot. Death World Veteran Agents can take two Melees and a Ranged, which isn’t what either me or @Vror were proposing.

Veterans should still get access to that Duelling Glaive, though.

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**Author:** ![JanZamoysky](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/janzamoysky/32/87926_2.png) [@JanZamoysky](https://forums.fatsharkgames.com/u/JanZamoysky)\
**Post date:** [November 6, 2026, 12:07pm UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/13 "2026-11-06T12:07:19Z")

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> [@Vror](#):
>
> - **Out of Pocket** :  
> Removed current effect  
> Win 1% ammo on backstab kill (Elites and Specials only), 5s cooldown
> 
> This is the only change I think could be controversial, since it’s “ughhh more ammo regen slop!” which I do kinda agree

No ammo regen please…also change to “backstab only” makes it worse. As it stands this talent gels far better with general zealot builds and melee playstyle, as you dont have to spend time reloading.

I don’t like that talent as I don’t believe your weapons should get magically reloaded, a reload speed buff would be sufficient…but as it is now it’s a decent talent. It’s description fooled me initially, as it doesn’t clearly describe how it works. Basically less ammo you have in your mag, clip, tube, whatever, more ammo your magically reload with melee kills. It’s pretty good on something like heavy shotgun or Huntsman.

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<div class="post-metadata">

**Author:** ![Vror](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/vror/32/97172_2.png) [@Vror](https://forums.fatsharkgames.com/u/Vror)\
**Post date:** [November 6, 2026, 12:59pm UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/14 "2026-11-06T12:59:25Z")

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I LOVE running this talent, it has so much value especially in clutch situations, or martyrdom in general

I don’t really know how it would need to be buffed, or in what way

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<div class="post-metadata">

**Author:** ![JanZamoysky](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/janzamoysky/32/87926_2.png) [@JanZamoysky](https://forums.fatsharkgames.com/u/JanZamoysky)\
**Post date:** [November 6, 2026, 1:59pm UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/15 "2026-11-06T13:59:12Z")

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> [@Vror](#):
>
> Wanna use Heavy Sword but don’t wanna get ruined by Carapace? Now you can pair it with Knife, Tacaxe, DS, Relic Blade, Thunder Hammer, and so and so

Which would make zealot too OP, even if you could get a second melee weapon at the cost of range weapon slot. I like when weapons have strong points but also weaknesses. This would nullify that dynamic.

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<div class="post-metadata">

**Author:** ![Vror](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/vror/32/97172_2.png) [@Vror](https://forums.fatsharkgames.com/u/Vror)\
**Post date:** [November 6, 2026, 3:24pm UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/16 "2026-11-06T15:24:17Z")

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> [@JanZamoysky](#):
>
> Which would make zealot too OP, even if you could get a second melee weapon at the cost of range weapon slot. I like when weapons have strong points but also weaknesses. This would nullify that dynamic.

You’d think that until gunner heavy seed + not being able to deal with enemies like rager waves without risking being in their face

I tried this with all 3 abilities, I promise you it’s not as powerful as you feel it is

But it is INSANELY fun which is the main reason on why I want this

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**Author:** ![Orsobruno](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/orsobruno/32/121045_2.png) [@Orsobruno](https://forums.fatsharkgames.com/u/Orsobruno)\
**Post date:** [November 7, 2026, 8:39am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/18 "2026-11-07T08:39:34Z")

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Fatshark give me (the option to) equip a secondary melee weapon and my life is yours!

Good post!

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**Author:** ![JanZamoysky](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/janzamoysky/32/87926_2.png) [@JanZamoysky](https://forums.fatsharkgames.com/u/JanZamoysky)\
**Post date:** [November 8, 2026, 11:50am UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/19 "2026-11-08T11:50:04Z")

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> [@Vror](#):
>
> You’d think that until gunner heavy seed + not being able to deal with enemies like rager waves without risking being in their face

Gunner heavy seed, because of course it is. The AI director is incapable of spawning enemies in a way which doesn’t turn into one-sided tedium.

 ![image](https://europe1.discourse-cdn.com/flex013/uploads/fatshark/original/3X/b/7/b7d8f5d95958921cc5dd2905d92b46959ee988d4.jpeg)

The change you are proposing would enable full on easy mode, but then we have multiple universal setups in the game already…

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**Author:** ![Vror](https://dub1.discourse-cdn.com/flex013/user_avatar/forums.fatsharkgames.com/vror/32/97172_2.png) [@Vror](https://forums.fatsharkgames.com/u/Vror)\
**Post date:** [November 8, 2026, 5:01pm UTC](https://forums.fatsharkgames.com/t/the-last-rework-zealot-would-ever-need/127209/20 "2026-11-08T17:01:40Z")

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> [@JanZamoysky](#):
>
> The change you are proposing would enable full on easy mode, but then we have multiple universal setups in the game already…

I would say Relic Blade + Bolter/Revolver/Flamer would be better than 2 melee combos tbh

Simply because weapons like DS, Knife and Relic Blade can handle every situation, so having a ranged weapon that compliments this tend to be great

If anything something like this would allow less good melees to shine more
