Zealot nerfs

I can’t express how angry and frustrated about the Zelot nerfs.

Punishment talent was perfect the way it was. Nerfing it from 150% to 25% is exaggerated. And the excuses about “Hammer of Faith” making relevant is ludicrous. You just removed possibilities.

Fury of the Faithful talent nerf was everything to the Boltgun. Now the Boltgun is even weaker than before. First you removed Bulwark shield stagger and now you removed the ability to kill Crushers. Why do you hate it so much?

Invocation of Death no longer triggering on every hit. SO many players had SO much fun with this since the game launched, and now you just decided to take it away. You disgust me!

I wish I could talk to you face to face to express the things I’m not allowed to say on this forum.

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Invocation of death was so OP that I had trouble not including it in every build for zealot. Even non crit builds could use it. It needed to be nerfed due to the above reasons

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Combat Knife and Revolver are even more OP, yet they were not nerfed.

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Who the hell took it for Impact stacking in the first place?! You took it because you’re pathing down to Invocation of Death and/or Blazing Piety. The odd player took it to save points so they didn’t have to path to Thy Wrath be Swift for antistun.

If you were impact stacking, you needed fully stacked prenerf Punishment, fully stacked Hammerblow 4, and Hammer of Faith to knock Crushers with heavy crusher attacks.

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I took it to stagger Ragers.

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I feel like everybody will just be using combat knife/Revolver combo now with Shroudfield. Maybe not, but losing invocation of death makes Fury Of The Faithful a lot less fun :smiling_face_with_tear:

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I played exclusively Zealot, and exclusively with Fury of the Faithful / Invocation of Death with a Heavy Chainsword. And yes, think Fatshark hates iconic 40K weapons like Chainswords, Boltgun and Thunder Hammer. They instead want you to use shitty Combat Knives and Revolvers.

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ideally CDR spam being reduced means things can be buffed in a way where builds can be more interesting across the board without needing to be railroaded into invocation of death

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This.

I’m somewhat more agnostic on the other nerfs to zealot, but there can be no debate that IoD had it coming.

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invocation of death was broken still is

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But we know they won’t, because that’s not what Fatshark does. What they do is wholesale undocumented nerfs, and then do nothing to fix it. If it was nerfed in order to buff something else, those buffs would have been in this patch. Or the nerf would have actually been documented at all.

Close Range bug says hello.

Buffing Surge but not fixing it on Trauma says hello.

Nerfing blazing spirit that no one uses says hello.

Claiming that Fatshark can now make other things interesting on zealot is wildly huffing copium in the extreme.

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Fury of the Faithful had the one reason to use it removed entirely. Now Shroudfield is the outright better version by a long shot with far more utility and damage because Fury gained absolutely nothing to compensate for such an enormous loss in potential. If it’s going to stay like this it needs some pretty big numbers tweaks or to have the melee properties last the entire duration like the ranged properties used to.

Fury enabled tons of different builds to work thanks to its unique and fun properties. Now all of them are dead in the water because a single Crusher will render you useless, so you’re basically forced to take the Revolver if you’re not using an anti-Carapace melee or be a huge liability to your team. If there were more viable ranged options to fulfill that role that would be one thing, but there just aren’t.

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Punishment nerf was uncalled for. Some weapons could make “too much” use of it, but it’s not killing things and cheesing. No idea why it was on the chopping block.

(punishment really needs something to make it not look so much like a tax rn IMO)

I didn’t see anything noting invocation of death was changed, but from what I’m reading here it no longer triggers on everything you hit, and just triggers on a per instance of crit basis? That’s extra weird then as it is pushing even more players towards a knife and faster attack weapons common to all classes and farther away from the class unique weapons like heavy evis and thunder hammer… Scourge already functions something like this, in that it’s easier to build up on higher attack speed, lower total damage weapons.

The zealots tree really does push them away from their iconic weapon choices way too much.

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I could see nothing about Invocation of Death in the patch notes. What happened exactly, they added some internal CD to it? Or does it now trigger per attack, not per each hit as before? And what else changed that they didn’t mention if you guys know?

For me IoD was specifically a stealth talent, since timing stealth just before your attack / shot goes off lets you pull off 2 attacks (both autocrits with the finesse bonus), which with big cleaves made stealth CD’s either instant or ultra short.

Overall I’m really happy with the changes myself. The Bolter has its own blessings for focusing down armor, FoF helped sure but it was never really necessary. I feel like the autoguns and flamers got hit the hardest there. Anyway that +21% ammo is a huge buff for the Bolter.

afaik this is what was done. Fury of the faithful also had the armour downgrade removed from ranged

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Oof…

Well yeah that would explain it. Huuuuuge nerf to anything that isn’t a knife then. Can’t say I agree with that either. :sweat_smile:

Also I have to say, I really don’t get the idea behind adding +5% crit to Surge. It was already by far the strongest blessing on Void. Not a big deal ofc. but when one blessing is overperforming by a mile and the rest are far behind, why buff the one already so far ahead? I’d like to say it might help with Trauma - except it’s never even worked so… yeah.

Still. Overall I’m really happy with the changes. :>

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eh Crusher and Hsword still slap imo, most ranged weapons still function well too.

I’d say it’s mostly Dclaw, Bolter and Flamer that get shafted by the changes which is unfortunate

ok that’s just odd yeah lmao

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One thing I’d like to add is that it is possible some of these changes have to do with the itemization patch coming in 1-2 months. So some of them might not make sense now but will with the changes we’re getting later.

It might sound odd but it’s not unusual for devs to do that. It prevents the scope of one patch from getting too large, making resourcing & risk management easier.

Time will tell I suppose.

Yeah the way they chose to nerf invocation was incredibly stupid. A slap on the wrist for knife, but a death blow for D Claw. Why they’d change it in a way that favours what was already its strongest user is just so far beyond my comprehension. They could have just nerfed the cooldown amount down to 1 or even 0.5 s if they wanted to bring down its effectiveness consistently across the board.

Get out of here you’re being daft. FotF is still massive attack speed steroids, good mobility, has 2 changes so you can chain it, rend is still great on lots of big hit weapons (gives chain weapons amazing break points against crushers), DOESN’T drop aggro on your team, it has plenty going for it over shroudfield.

I also don’t like them removing the ranged effect, taking that away really hurts mediocre ranged weapons more than the stronger ones, but I’m not gonna pretend FotF isn’t an incredibly stacked ability, it’s still very very very good.

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Absolutely. Worse still with the slower attacking weapons. What hammers had going for them was their ability to hit many targets and benefit from many instances of the proc. I’d say this is far worse for the slow weapons. It’s like totally a function of attack speed now.

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