The Zealot is Too Weak at Higher Difficulty

Didn’t know it could go that far, but I did notice the highlight. I wanted and got the achivo for dashing a mutant early to get out of prison garb.

Lot of things need more pointing out/communicating.

Malice is superhero mode, and Zealot makes it so trivial that it’s boring

ngl not reading the whole thread rn, but on Heresy to make Thunder Hammer viable you can use Autogun with it. Recommend Mark VIII Braced version. Can write more about it later

Eviscerator practice the moves and there is no fear in the horde

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Very good point. I failed to notice that until recently.
There’s no mention about that mechanic and maximum range in the description, FS-style.

Here’s a simple demonstration in the psykhanium for those interested:

  • holding the ult key
  • targeting the Crusher (20 m away), visible aura
  • targeting the Scab Gunner (less than 20 m away), visible aura
  • targeting the Dreg Gunner, too far, no aura
  • releasing the ult key on the Crusher (same result if the target is in range (20m max) and just pressing the ult key)

About 8 m, without a target:

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The giant problem with using enemy health and damage to up the difficulty of the game is that it breaks a lot of character abilities. Anything that delivers a big burst of damage in a single slow hit becomes infinitely worse when it hits break points where it goes from a one shot to a two shot or more. Anything that relies on mitigating damage or healing yourself also becomes infinitely worse when the enemies simply put out so much damage that it doesn’t work anymore.

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True. I remember in Cyberpunk 2077, (You can argue shooter or rpg stuff, but take that to one side) I started a second playthrough to mess around, got a belt fed machine gun, snuck up on a street punk who was a higher level, and I emptied the belt into his head at point blank range.

He turned around and kicked my ass.

You can talk about levels and levels of weapons and all that’s true, but it still adds up to silly situation where a streetpunk can face tank 100 rounds out of a belt fed machine gun.

Never noticed there was an aura and just learned by feel… even in that video it took a while because I thought it was the tagging aura you mentioned.

They should make this to an outline tbh.
And speaking of outlines they should make the same outline as in VT2 because that one is opaque and not blwnding / glowing that just disappear in any other glow effect.

How does the Braced Autogun improve the Thunder Hammer?

I agree with you. I even use the same weapons. MkV combat axe with t4 Brutal Momentum and a Flamer. No crit build. Tbh I think this build is much more powerful than a knife crit build. But I am fine with not many people using it. Less chances for it getting nerfed.

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I don’t think determining the viability of a class through a gamemode like weaves, makes all that much sense since they have a meta that is very particular to them anyway.
Furthermore GK is definitely the stronge melee class. Zealot being able to also handle range merely makes him more flexible.

Make them fight you in melee. What a joke!

Many ranged enemies continue shooting even as they are being hit repetedly.
That is not to mention specials that will always run away (fair enough they are specials), but they can’t be staggered, even by heavy weapons.

After playing Zealot for around 100 hours now my main remaining issue is lack of feat synergy for slow 2 handed weapons. A single dodge bonus or (usable) attack speed bonus somewhere would go a long way.

Well also shooters blitz your toughness absurdly fast but that’s a general problem not a Zealot problem really.

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It does very much seem like the class specific 2H weapons are best avoided entirely, certainly on anything above Malice.

LOL NO. I absolutely was not saying that. Plenty of people run Evic, T Hammer and Crusher on Damnation. This is not a binary issue and they perform well, it’s just a bit disappointing your feat tree doesn’t feel particularly impactful with those weapons.

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More power to them. I find they make you overall too slow to really be dynamic in melee. Fighting door to door I’m sure they get the job done, though.

This. Unless you wanna utilize low hp speed/att.speed feat, which is a no recommend since you have shooters firing at you, capable of 0 your toughness in a matter of few seconds…

I’d say they all are weak. Regardless of the class noone feels strong.

The new powermaul is really good on higher difficulties, it can single handedly trivializes the bulwark/crusher groups.
I do find harder to use thunder hammer and eviscerator, skill issue probably…?
And I don’t find the so-called “cheese build” useful at all, i.e. knife + flamer, and I haven’t yet met a good teammate with this build on damnation runs either.

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I can’t run knife well yet, mostly tried on heresy. I can run the light axe really well though, with the flamer for mass crowd control.

Usually carry a flamer or a bolter on zealot.

Zealot too weak… that’s hilarious.

You sir, made my day.

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Better horde clearing/mobility. Also it’s good at killing some lighter armour elites and specials at decent ranges.

When it comes to the topic itself… :joy: :joy: :joy:

Higher difficulty levels (Heresy+) are meant for players who understand the game. You are not meant to be unkillable god on Heresy+. Stick to Malice and below for that superhero feeling. Heresy+ means you have to work together and communicate. In-game VOIP is just there, enable it or use external alternatives.

If ranged constantly melts the OP, your veteran should recon with volley fire and start clearing trash ranged and shotgunner mobs first. That is before you enter a new area yourself and aggro everything. Depending on builds Ogryn and Psyker can both stagger/suppress them also.

I don’t understand why people refuse to accept Heresy+ isn’t meant to be a cakewalk you always walk away victorious from. We all make mistakes, you will die and fail because of unexpected spike in difficulty and combos of enemies suddenly appearing from behind a corner or entering through the door system.

Also before someone complaints again about elitists attitudes…

I/We fail a lot of high difficulty runs, even with people I play regularly with, so we can enforce a certain level of coherency. There is nothing wrong about that, in fact this is expected, and even if there is a certain level of frustration we express at SOME of the Darktide mechanics, none of us would consider classes weak or totally broken. Balance changes are coming, I’m sure, but what a lot of problems people vent about on these forums, seems to be found between the chair and the keyboard.

Leave the higher difficulty levels alone. Some of us would like to enjoy a challenge. There is plenty of room below of it to learn the ropes and ENJOY the game.

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