Zealot Still Has Major Structural Weaknesses in High Difficulty (Auric/Havoc)

(This was written with the help of ChatGPT. My English isn’t great, so there may be awkward parts.)

After the Bound by Duty update, Zealot definitely became stronger thanks to damage-boosting nodes and better pathing options. No one denies that.

However, from the perspective of many players in the Asian/Korean community (including myself), Zealot still has several major shortcomings—especially in high-level content such as Auric and Havoc. I’d like to summarize these issues below and hear feedback from others in the global community.


1. No access to Rending, Cleave boosts, or meaningful debuffs (Bleed, Brittleness, etc.) through talents

Zealot is supposed to be a melee-focused class, yet it currently cannot gain Rending or Cleave bonuses through class talents. With the recent rise in the durability and value of Carapace and Flak enemies, this issue has become even more noticeable.

As a result:

  • Weapons that can still use the Uncanny Strike blessing remain meta picks.

  • Alternatives such as the Eviscerator or Hammer are usable but not nearly as efficient.

Additionally, Zealot has no way to inflict Bleed or Brittleness through talents.
Brittleness is already considered one of the most important high-difficulty debuffs, yet Zealot must rely on weapon blessings or once again lean on Uncanny Strike spam to help deal with Carapace armor.
Meanwhile, Bleed is even harder to apply consistently.

This raises a simple question we’ve been asking:

  • Ogryn gets Bleed on hit.

  • Veteran gets a talent that applies 2 stacks of Bleed on hit.

  • Why is Zealot—THE melee-committed class—the only one without it?

  • And how come Veteran can stack Bleed, Brittleness, and Rending on their own while also outperforming Zealot in melee damage in many cases?

Zealot technically has many utility skills that look powerful on paper:
Duellist, Thy Wrath Be Swift, Scourge, Riposte, etc.

However, most of these require very specific and often impractical conditions to activate:

Skill Activation Requirement Issue
Duellist Successful dodge triggers buff Requires frequent dodge triggers during intense melee
Riposte Triggered after dodging attacks Stacks drop too quickly
Scourge Hitting bleeding enemies or crit-first hit Relies on external Bleed application or RNG
Punishment Hit 3+ enemies at once Difficult vs. mixed/elites, low overall impact

Many players outside Korea often describe Duellist as “broken” or even “overpowered,” but Korean Havoc/Auric Zealot players largely disagree.

In Havoc 40-level gameplay, you rarely get to trigger “successful dodge” conditions consistently, because:

  • Combat usually happens inside a Psyker dome shield.

  • Ogryns often taunt or knock enemies down.

  • Group synergy reduces opportunities for dedicated dodge-based engagements.


:bar_chart: Example (from a Korean Zealot player):

(Image: Duellist uptime approx. 24.5%, Riposte uptime approx. 46.8% out of a 25-minute run)

Even worse:

  • Duellist’s uptime only indicates active buff duration, not actual window for landing crits/weakspot hits within its 3-second timer.

  • As a result, its real damage gain is significantly lower than the uptime suggests.

This is why many Korean players don’t even take Duellist—it’s just not reliable or efficient in real high-difficulty group play.


Riposte: Looks decent on uptime, but still underwhelming

In the same image:

  • Riposte uptime: 46.8%

  • BUT maximum stack uptime: only 26.7%

  • Average stack: just 2.75 (not even reaching its ideal stack frequently)

This means the total average damage gain across an entire match is less than 9%.

Ironically, the standard node located at the bottom left simply provides a constant +10% melee attack power, yet it actually performs far better than the repost.

근접 데미지 증가 10%

:rofl::rofl:

Despite this, Riposte was nerfed in a recent hotfix, which many Korean Zealot players found confusing and frustrating.


Meanwhile, Veteran’s Skirmisher does the same concept – but far better

Veteran’s Skirmisher is conceptually similar (stack-based melee damage buff), but:

  • Activated by just sprinting or sliding

  • 10-second duration

  • Base damage bonus (applies to everything)

  • Easy to maintain

:bar_chart: Example (Skirmisher in a melee keystone Veteran Havoc run):

(Image: Skirmisher uptime above 90%, max stack uptime 74.8%, avg stack 3.5)

So Veteran can get a near-permanent 25% damage boost, simply by moving, even with no enemies nearby—yet Riposte got nerfed despite having less than half the uptime.


Scourge is also unreliable

Scourge can theoretically boost crit chance up to +30%, but:

  • Requires enemies to Bleed (which Zealot cannot apply alone)

  • If the first hit is not a crit, stacking is inconsistent

  • Netcode issues sometimes prevent stacks from building, especially if target dies on hit

:bar_chart: Example (Korean player using Bleed Dagger in Havoc):

스크린샷 2025-10-22 004534
(Image: Scourge uptime only 30–40% even with a Bleed weapon)

Meanwhile, Veteran’s Desperado provides +10% melee crit chance +25% finesse damage essentially all the time, achieving similar or superior value with no hassle.

So in many real runs, Veteran outperforms Zealot even in melee, which feels wrong since Zealot is supposed to be dedicated to melee.


Punishment (stagger talent) also feels weak

Even after its recent buff, it requires hitting 3 or more enemies at once.
The full-stack effect is barely noticeable in practice, making it rarely worth picking.


:round_pushpin:Conclusion for this section

Many Zealot talents have:
:cross_mark: Difficult activation conditions
:cross_mark: Low uptime
:cross_mark: Rapid stack decay
:cross_mark: Unreliable real-world value vs. high-difficulty gameplay
:white_check_mark: Meanwhile, other classes (especially Veteran) achieve equal or superior results with far less effort

:light_bulb: What could be improved? (Community suggestions)

Here are some potential solutions that many Korean Zealot players would like to see considered:

:white_check_mark: 1. Soften or rework strict activation conditions

Most conditional talents should:

  • Have more flexible triggers, or

  • Gain longer stack retention, or

  • Decay gradually instead of disappearing instantly (similar to Psyker’s keystone design)

:white_check_mark: 2. Example reworks (conceptual proposals)

Current Talent Suggested Alternative (example)
Duellist (requires dodge success) Gain +20% finesse damage for 3s on weakspot hit instead
Riposte (dodge-based stack) Trigger via stamina spend (e.g., sprinting, sliding, pushing) like Skirmisher
Scourge (requires Bleed target or first-hit crit) Gain stacks on critical hits or on successful melee hits during combat
Punishment (hit 3+ enemies) Either reduce condition to 2 targets or increase buff value significantly

:white_check_mark: 3. Add access to core melee debuffs

  • Allow Zealot to apply at least one: Bleed, Rending, or Brittleness

  • Thematically fits Zealot’s identity as a melee zeal-driven executioner

  • Prevents over-reliance on specific blessings like Uncanny Strike

:white_check_mark: 4. Consider merging redundant nodes (e.g., Revenant-related)

Some nodes (like Revenant and similar layered passives) could be streamlined to improve pathing and synergy.

I’d love to hear opinions from other Zealot players, especially outside the Korean scene.
Do you feel the same? Are these issues mainly regional (Havoc/Auric with specific team comps), or do you think Zealot still lacks something fundamental in its design?

53 Likes

It’s really good to see hard data backing up the points.

19 Likes

Thanks for putting this together, Taezzang. You nailed so many of the frustrations that a lot of us feel but rarely get to articulate this clearly.

I’m firmly in the camp that Zealot, and frankly, a lot of the game’s design needs buffs and better mechanical clarity, not more nerfs. The “balance-obsessed” crowd tends to dominate discussions, but tbh, they mostly play in closed premade groups with optimized comps and near-perfect synergy. Their experience isn’t representative of the broader player base, especially those who enjoy Havoc or push high-level Auric runs without relying on cheese strats or meta stacking.

What’s worse is how these players often gatekeep the conversation. If you disagree with their take, you’re labeled as “wrong” and pushed out of discussions. It creates an echo chamber where only nerf-centric opinions survive, and Fatshark ends up trying to appease everyone along with their numbers and malice (the difficulty) based meddling, resulting in watered-down balance that pleases no one.

Zealot’s current talent design is a perfect example. It’s full of conditional uptime mechanics that look good on paper but fall apart in real Havoc gameplay. Meanwhile, Veteran gets passive, near-permanent buffs just for moving. How is that fair?

The game shouldn’t be balanced around the top 1% of sweaty premades who don’t even like Havoc. Buff the classes that need love. Make talents feel rewarding. And stop pretending that “balance” means nerfing anything that performs well outside of a spreadsheet.

Thanks again for the deep dive. Hope more people from the global community chime in with honest feedback, not just the usual “balance police.”

8 Likes

No

10 Likes

When they were actually giving classes passives again they should have made resist death and thy wrath be swift inherent to Zealot and not 1 mandatory tax node and 1 essential node unless you’re dumb and playing Zealot like a crappy version of everyone else on the human side. Also why is attack speed a seperate cost node to martyrdom on top of the risk. Just having like 40% melee damage for being that low on its own is questionable.

8 Likes

Some do closed premades in Havoc, but many calling for balance adjustments also play Auric because Spec spam/sound cues/Carapace spam is an issue there too (not as much as Havoc though). Havoc as it currently is should not be what the game is balanced around, majority of players aren’t playing Havoc.

13 Likes

Not try to derail the topic, but…

brought to us by MODs.

Just saying.

OnTopic:

Regarding OP’s points.
I think they raise several good points.
IMO bleed is pretty awesome in several regards.

Nerf Uncanny to 40% and/or exlusive to melee damage no DoTs, give Thammer Critical Bonus stat in exchange for Defences Stat to improve single target damage. Elite Carapace spam is not healthy for the game, giving more Rending options exacerbates the Carapace spam issue. Less Rending, less Carapace fielded, less need for “meta”

Scourge Talent - Crits give bleed? Crits aren’t “RNG” they’re quite predictable on the correct weapons and even on the ones that don’t have high Crit modifiers, good horizantal cleave increases the speed of starting the Crit → Bleed > more Crits chain of Scourge.

Not hard to do.

Weapon/Talent balance shouldn’t revolve around current Havoc.

10 Likes

For the Scourge trait, don’t you feel it when you try it yourself?
Maintaining three stacks is harder than you’d think, and it’s even tougher without specific weapons.

The same goes for getting successful dodge rolls during combat.
This might just be how I feel since I play primarily with Havoc.
If your team has a Psyker’s Dome Shield, an Ogryn’s Taunt skill, or a Veteran’s voice of command, you’ll find yourself needing to dodge less often.

But the point of my post is this: even if you lower the skill’s base stats, please ease the activation conditions to raise the floor.

I used uptime mode metrics to back up my claims. Could you also present metrics supporting your counterarguments?

I’m sorry, but personally, I don’t find your rebuttal convincing.

5 Likes

Even in lower difficulties zealot still outperformed by vet.

Melee vet with power sword simply melts every enemies by light attacks while zealot has to rely on his ability to gain melee buffs.

1 Like

I really wish people who are unhappy with havoc would ask fatshark to balance havoc itself instead of asking for buffs to everything since that will ruin everything that isn’t havoc. Is it an ego thing? Not wanting to admit that they want havoc to be easier? If so get over it people! Stop trying to ruin the rest of the game please.

11 Likes

I keep saying this, but I’m not asking for zealots to be buffed based solely on Havoc.

The skills listed in the main text show poor activation rates not just on Havoc, but on other difficulties as well.

My hope is that even if the performance of those skills is reduced, their low points would be addressed.

5 Likes

Not that I necessarily agree with all the details of what’s said here, but I do think it is a good question as to why zealot has to work “so hard” for the buffs when vet/psyker/cop can get there passively or without such effort.

Is it fair that speccing specifically into melee on another class is as good or better than the melee class? Debatable perhaps, but not imo, if they’re supposed to have roles.
Maybe a consequence of how melee heavy everyone has to be by nature of the tide.

5 Likes

This could be it. With organized team comps, there’s a good likelihood there will be a focus on applying stagger as often as possible which does unfortunately affect dodge proc talents.

2 Likes

It’s the issue between two classes instead of difficulties.

Skirmisher and riposte for example.

It’s obviously unfair that riposte has either worse activation conditions and effect.

2 Likes

Yes, Skirmisher is definitely easier to build up but Riposte isn’t that bad, 8s buff duration is pretty generous on a weapon that has solid dodge efficiency. Unless of course the enemy is staggered so often that dodge procs don’t occur, but I don’t find that to be the case in most Auric PUGs

1 Like

Thank you for your understanding!

Additionally, even when facing the Horde, Zealots typically attack immediately. It feels like a flawed skill design when players can’t fully utilize the performance of the skills they’ve chosen—like deliberately dodging once to activate Duellist before attacking.

6 Likes

At least for zealot, anyway. No buffs rushing in, only as a defensive action/response is not what I want out of my Big E meth warrior.

5 Likes

I hear you. Part of it comes down to so much strong stagger like Smite, Frags, Shock Mine or Purgatus primary being ready to go so often.

I guess stamina is a limited resource like Dodges, so giving Duelist and Riposte procs on push attacks to allow heavier melee weapons like Thammer to take advantage of them wouldn’t be too bad.

4 Likes

Only on Power Sword and maybe DS due to having more consistent buffs. Although I’m pretty sure FOTF Zealot with DS deals more damage in melee than Vet, by a good number.

Every other melee weapon, especially when played with FOTF, Zealot beats Vet in melee.

Vet deals more damage in Havoc, because Zealot is often playing support book, and they have a lot of combat downtime, while the rest of the team still kills stuff while you’re using book. On top of Vet just having better grenades than Zealot (I only use throwing knives these days).

Tac axe Vet vs tac axe Zealot?

Heavy sword Vet vs heavy sword Zealot?

Knife Vet vs knife Zealot?

Power Falchion Vet vs Relic Blade Zealot?

2 Likes