(ZEALOT perspective) Melee weapons need further sweeping buffs to damage and stagger if patch 13 constant elite spam is the new normal + several balance recommendations

The game is just becoming a slog of never ending crusher/mauler overheads and by-design endless 2+ rager attack loops that can’t be interrupted without the right build due to buffed stagger resistance. Enemies simply take too long to kill if you aren’t abusing meta builds and weapons, stack up, and kill you on Zealot. For reference, on Zealot I’ve tested primarily both thunder hammers, Eviscerator, and Catachan sword this patch doing solo Damnation attempts. I have soloed Damnation recently, before patch 13.

All commentary and recommendations are based on DAMNATION data and experience

Impact stacking is now required if you are the last one up to hope to survive since dodging isn’t unlimited, and even then elites will continually spawn due to the time-to-kill being so high as you have sacrificed damage for stagger. Thunder hammer taking 3 charged hits to kill maulers with 25% flak damage added as a perk is ridiculous. Thunder hammer taking 2 charged body hits to kill dreg ranged trash units is ridiculous. Non armor-piercing weapons like Catachan Sword are usable in general, but miserable when you are taking 15+ seconds of uninterrupted attacking to kill a crusher.

People are complaining about the game being too easy because CERTAIN builds are incredibly broken. Mainly crit refresh stealth knife zealot being able to solo any mission in the game with no skill required, and assail psyker being too easy to use for how effective it is. Some things on Ogryn are a bit overtuned, but that’s okay since they aren’t very fun to play judging by them being the least played class.
However, the game has become much more “difficult” outside of broken meta builds and weapons, in the sense that most ambient mobs are replaced with elites, that have been both significantly buffed in health and stagger resistance while player weapons have NOT kept up.

The weapon buffs in patch 13 addressed most of the complaints with each weapon BEFORE PATCH 13 ENEMY CHANGES. It’s great that the Crucis doesn’t have the horrible and illogical cleave cap where you deal damage to one poxwalker with a 3 stack Thrust IV heavy attack then tickle the second and third before knocking all the others around for no reason. Now it has had its damage cleave cap removed.
Except, you’re still only killing 1 poxwalker per heavy swing. Because the enemies have had their health buffed too. The weapon still feels just as bad to use.

This is the case for many of the weapons I’ve tried, that either feel the same or weaker effectively despite being buffed.

Zealot balance recommendations:
-STEALTH AND CD REFRESH ON CRIT IS NOT A PROBLEM, THE COMBAT KNIFE IS. Why the fastest attacking weapon in the game has the highest crit rate by far is a bizarre balance mystery. The crit rate on the knife needs to be significantly lowered to average out to the same crits per minute of slower weapons, while significantly increasing crit damage to compensate and keep the weapon from becoming weaker. This will fix the issue of zealot’s stealth soloing entire missions with no difficulty due to infinite uptime given by the knife’s unacceptably high crit rate, WITHOUT ruining crit CD builds. Do not throw the baby out with the bathwater and ruin an entire Zealot tree because of one weapon, CHANGE THE WEAPON.

-Thunder hammers are still NOT GOOD. The design philosophy of sacrificing everything good about a weapon (damage, crowd control, mobility, survivability, speed) for a single powerful strike isn’t ideal in a game that demands versatility in build like Darktide, but let’s try and work with this.
The charged strike needs to one-shot anything short of a mauler with a light attack. This isn’t a big ask. The charged move is incredibly unsafe and will not be usable in a mixed horde situation without resist death activating due to the hits you are guaranteed to take.
Lights and heavies just need big damage buffs. Why is this slow weapon so weak? It’s not fun.
The CRUCIS charged heavy should one-shot crushers on a headshot with 25% carapace damage added. The Ironhelm should do it in one charged heavy headshot and one charged light body hit with 25% carapace.
The CRUCIS charge should do significantly more damage than the 5-10% bonus it has over the Ironhelm charge currently, OR the charge should be made to be as fast or faster than the Ironhelm to compensate for no penetration.
Both CRUCIS and IRONHELM need to clear hordes on continuous heavies MUCH faster. General non-charged attack damage buffs and significant cleave damage increases are required for this.
Both CRUCIS and IRONHELM need SIGNIFICANT attack speed increases. Stacking all available attack speed nodes and using the charge ability, both Crucis and Ironhelm require using the 2 available dodges of the weapon to avoid eating poxhorde hits. This is unacceptably slow for such low damage. When attack speed is stacked, both thunder hammers should be around the same speed as Slayer Bardin 2H Hammer after jumping with attack speed buff. EDIT: This is not factoring in Momentum as that entire keystone feels horrible to use. Momentum should not be necessary for good attack speed.

Eviscerator
-Much nicer to use in general, but still not very good outside of abusing crit refresh stealth builds.
-Carapace damage on activated heavy needs to be heavily buffed by around 3 times, normal lights should see a slight bump and normal heavies a moderate bump. An activated heavy hit into a crushers skull should one-shot without critting if using 25% carapace damage perk.
-Activated heavy should one shot body-shot maulers WITHOUT flak damage perk. You are locked into a long, unsafe animation, this is not unreasonable.
-Stagger on most non-heavy actions needs to be buffed. MULTIPLE ragers should be interrupted out of their looping attack by pushing using this weapon, with 1 stagger node allowing you to do so with bodyshots instead of headshots.
-Second heavy attack (the overhead) should either come out much faster, or do significantly more damage. Right now there is not a reason to ever use this move.
-Both unactivated heavy attacks should have the mini-chain lock removed or have their damage increased to compensate.
-The Eviscerator should be an overall better version of the Chainsword, not the other way around.

Catachan Sword and other chaff clear weapons:
-Need sweeping buffs to carapace damage. Whacking away at a big dumb crusher for 10+ seconds uninterrupted isn’t engaging or fun gameplay.
-Alternative solution: Catachan parry and heavy sword special attack should automatically apply severe rending or brittleness (brittleness may be too much) to targets hit and bring TTK closer to heavier weapons such as chain weapons and hammers.

Closing Thoughts:
There are many more weapons that need love, but I have not played with them enough to give good feedback. Word on the street is that Chain Axe is still as bad or worse than before the patch. Ogryn weapons I’ve used such as Shovel feel weaker than before, when they weren’t even meta beforehand.

I believe the best course of action going forward is tune down overtuned aspects of the game that do not require any skill to utilize such as stealth knife builds and assail builds, but continuing buffs for most other weapons/talents as the game is suffering worse than ever from HP bloat but people are not realizing it due to relying on crutch builds.

No comment on knife.
Strongly agree on Thammer.
Disagree on Micro-Eviscerator. Non-crit built ones are very strong. The special attack can easily handle groups of elites when played well and even groups of crushers. Which it is capable of 2 shotting with an ideal build.
Disagree on Catachan sword - it should not be good against carapace.

I just don’t see this issue personally.

I also disagree with your complaints about the prevelance of dangerous and unstaggerable elites and ragers. Perhaps its because i am not trying to truesolo, but in normal games this feels right.

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IDK man I haven’t played a lot of Zealot since the update, but what I played was both incredibly powerful and a hell of a fun ride. Even a bit too much in some cases.

Shrouding Field (with Perfectionist) and Inexorable Judgement was incredibly fun on Maelstrom with the Monsterous Specials modifier. Eating up bosses with a single strike.

Also fun in normal Auric-STG maps where you can just dunk on demonhosts placed in inconvenient places.

The Eviscerator was the first weapon I tried on Zealot. Shred + Rampager (around 80% mobility) with Stripped Down Braced Autogun, bog standard DR on crit+ full left side while picking up Swift Certainty and the AS node.

I felt like Sonic, twice as strong as the previous Caxe build I had. Was just running around the map slapping things. Got boring after the 5th game. It felt incredibly strong, and the gameplay was horrifyingly fast.

I agree with you on this one. Stealth Knife Zealots are particularly broken. I saw a guy run down half a map after we wiped ressing everyone at the end event (he skipped like 3 or 4 rescue points). He even dragged 2 bosses with him. We won, he didn’t even down.

That weapon has everything, especially with a stealth build.

Uncanny to ignore armor? Check!
Incredible boss damage? Check!
Way too much DR? Check!
Way too much Mobility? Check!
Way too much Survivability? Check!

Thing does 8 bleed stacks on a crit, and with a crit build what are you sitting at? 55-60%?


Anyway, I probably should play some more Zealot while I wait for a balance pass.

My experience with Thammer is, weirdly enough, the exact opposite. Unless I make a dumb mistake or get powerbombed by something I didn’t see coming I feel absurdly powerful with my stealth build, able to delete most specials and fight bosses with relative ease. I might not solo like you’re describing but my ability to backstab and the massive stagger/cleave on it allows me to crowd-control with ease and tear up shooter mobs, gunners, and anything that threatens my team with zero problems, while still having charged shots and stealth for crushers, maulers, etc. It could probably use some buffs to the charge itself given the stagger/block prevention afterwards, but it feels like a massive improvement compared to pre-patch. Maybe that’s just the T4 Thrust and Headtaker on mine though.

I’ll be honest here, your post mostly reads to me like you believe the game should be balanced around solo play. Otherwise I just can’t make any sense of it.

I think we just fundamentally disagree here. Thunder hammer, eviscerator and devil’s claw are all fine. In fact, they’re a lot more than fine. I’ve played primarily TH and evis since the patch. They both work wonders. The devil’s claw is the one I’ve played the least, but it’s no slouch either. All in all, zealots are a good deal more powerful than they were pre-patch.

Oh, and Pious Cut-Throat is a problem feat (there are relatively few of those on the zealot, thankfully). It’s dead easy to recharge your ult with just about any weapon, it’s by no means limited to the dagger.

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I’m sorry, I have to strongly disagree.
Right now every playable class is quite strong aside from the Vet, who is somewhat in line.

Pre-patch 13, enemies were sponges. You now have been given the tools to make something impressive, varlet. Use these tools.



I disagree on this front, too.
The Combat Knife was (top) meme at first, then got it’s dodge spam nerf and was on the lower Tier ladder of weapons.
Now it’s finally not completely useless anymore.
Yes it’s speedy. That is it’s advantage. It’s also a weapon with poor melee range, poor cleave and a host of other disadvantages. And getting the build to complement it with a full stealth build gives you survivability on activation, but makes you squishy in turn. You will be leaving behind a lot of Toughness nodes and other survability nodes.

In conclusion, I am getting the feeling this community wants every weapon to be samey. Whenever something shines in a particular niche, it’s called overtuned until it finally has it’s fun nerfed out of it.



Why is it a problem? Why does anything that doesn’t totally suck have to be a problem in this community? I don’t get it. The game is not exactly easy, just because your toolkit allows builds to combo off each other.

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Is it tho? 3x5% TDR nodes in the way, 50% DR on crit, 20% on ult, good regeneration. I sit on 100+ toughness with around 27% bonus on curios. Can get another toughness node if you go for Inexorable Judgment getting you up to 125+. I’m also sitting on about 300 health.

I wouldn’t call that squishy at all. For me, it seems tankier than my Caxe build previously.

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But you lack the Horde and Mass deletion that comes with a Combat Axe (with Brutal Momentum) or any of the two-handed or chain weapons.
Your cleave is limited. Your ability to cope with a blob that surrounded you is limited.

Look @Mayson Knife zealot isn’t easy to play. What I don’t like about it is what happens when someone good enough uses it.

I’ve seen videos, and I’ve seen players in-game doing some ridiculous things. They can easily run around solo on Auric STG maps. Even the old memes that Zealot runs away and gets disabled don’t happen.

The new baseline of class balance is way (waaay) above what we had before, that’s true. There are multiple builds crapping on previous OP stuff, but getting a “solo mode” knife player every 3-4th game is something I would probably not enjoy that much in the long run.

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Your mileage may vary, but I don’t think abilities that enable spamming or near permanent uptime of ultimates are healthy for the game. “Doesn’t totally suck” is not an accurate description of what that talent does.

Yes, the movespeed stacking is absolutely dopey and people who know how to movetech can gain massive advantages by using it well, such as a 15 minute clear time on T5 Auric missions.
But isn’t that fun? Zooming around the map as a Zealot / Psyker on crack feels extremely good.

You know what this game needs? This game actually needs lobby management like Payday 2 had.
Because the core problem here is definitely different playstyles colliding. Some want to take it slow advancing in tedium against the oncoming hordes. Others love the rushdown.

In PD2, when you’d join a lobby, people would say “stealth” or “loud” and then you knew if you were right. Lobbies also had a tag attached in advance that showed what type of game was being played.
If something like this was the norm for Darktide, then these frustrations of “too much Psyker”, “too much rushing”, “too much staying behind for crafting pickups”, etc. would vanish.



Depends on the ability and the skill ceiling attached and what it can dish out.
Zealot’s ult recharge works when somebody else holds the attention, allowing you to go all in on heretics backs.
That’s not always the baseline situation you face and it’s not reliable. In a clutch situation where you have 100% of the attention, you cannot make use of this talent for instance. But that’s when you’d need it the most. Seems rather balanced to me.

What’s more, you were able to spam ult as a Zealot before patch 13, too. It was rather easy with a crit build. But since the ultimates themselves are also limited in their scope, it’s nothing too broken. You still have to play well to make use of it properly.
And that is what matters in my mind.
If your above average toolkit with high potential killing power is a constant skill check on your position and your behavior with every corner you take, then that’s fine.

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At least you admit the Knife Zealot is bonkers.

BTW, I think apart from a few smaller Nerfs all around (assail, voidstrike, knife zealot, nerf rending on the trees to oblivion, Rumbler, Ogryn Bleed, Ogryn Toughness gain), what we need more than ever is T6. I want a difficulty where enemies aren’t made of tissue paper.

While not as strong as the other broken builds even Recon Vet just melts Crusher patrols and it’s kinda stupid. Most of the difficulty currently comes from people being way too cocky for their own good.

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Woah now. The thunderhammer is easily one of the best melees in the game right now. If there isn’t room to use the special it knocks elite enemies around with regular moves like you’re an ogryn. The crowd control damage is actually there now. Most rounds I easily top damage just throwing knives and bonking things with a hammer, and bosses are a joke. This last buff to hitstun lock out lets you 1v1 plague ogryn in a closet.

Also the finesse modifer buff + slaughterer makes regular zap L1s better than ever, honestly did they remember this is what the Ironhelm is supposed to be for lol

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Right now a lot of things are bonkers. You also admitted it takes skill to pull off, which it does.

At the moment, it’s probably the best time to play Darktide. There have never been this many fun and also somewhat absurd options before.
And if this community has their way, they will also never exist again. Assail and Zealot knife are only the beginning. Once those two are scrubbed, the next combination of talents and weapons will be found and neutered. I’ve been through that cycle in VT2, I don’t want it here.
Over 10 different viable playstyles, brutally murdered and then left to rot in a cellar, like a poxwalker that can’t get up. All it’s affiliated Perks, Blessings and Items left behind with useless stats that do nothing of substance.
Which is why I hope that, as antagonistic as it may sound, most of this community’s pleas in regards to “balance” will fall on deaf ears.

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For anyone who hasn’t figured out how to stagger with the first hit and then kite around and kill… yes, that’s how it works.

I honestly don’t think you understand what this talent can do.

And you’re able to do this reliably when a horde is swarming you?
If so → Skill reward
If not → Balanced

Depending on the weapon, it can vary. Devils Claw and Eviscerator will make space easily. I play a lot with Chorus, and that in itself creates the opportunity to quickly reset the cooldown

Accelerating cooldown speed could function as an alternative (like the Lucky Bullet upgrade), so that you need to maintain the buff to make the most of it, but keeps things within reasonable bounds (instead of lol poxwalker, here’s 12 seconds of CDR). Keep the backstabs/crits rolling, and you shave a chunk of time off the cooldown, but not resetting a huge chunk (or all) of it in an instant

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No. But when you don’t pick an arbitrary yardstick, then yes.

It’s not arbitrary, Manacraft. A good chunk of game time is spend being encircled by Nurgle apostates. Which is important for this ability. It isn’t always effective, even though it is “up” 100% of the time as a passive. You only get to use it when you get the space and time necessary to slice someone’s back.

Well, we can agree to disagree then. :slightly_smiling_face: