Braced can snipe snipers. You have to use the brown braced autogun. I do it all the time. I don’t know how you think it’s bad vs bombers too. It literally says “precise” in the description. It actually loses precision and accuracy on ‘ads’ though, unlike every other gun in the game.
I don’t really think the class needs it. If you are running crit based build with the toughness DR talent then you effectively have more toughness than any other class and stacking toughness does make a lot of sense.
Personally i’ve taken the approach of just stacking stupid amounts of HP so whenever i gain that little bit of toughness from kills i get at least some DR value from it and have a massive HP pool to soak those occasional hits.
I just simply haven’t had the luxury of getting a good crit weapon yet(Thanks shopkeeper …) so this approch has been working relatively well.
I’ve tried it it’s great if you’re within dash distance it’s pretty good if they’re in the open at like 30m but as soon as they get decently far out or you can only target their head you’re screwed.
It’s pen is also only decent it’s like 3 unarmoured chaff units that it’ll pierce.
This is all getting a bit far from my point about how crit build is great as long as you’re getting crits which you aren’t really doing whenever you get into any ranged battles
Bombers and snipers are ranged enemies that can and will basically head glitch so trying to snipe it with something that doesn’t have 0 spread on the first shot can result in bad times.
Didn’t mean to take it off point. Im just one of those guys that doesn’t like to play the No brainer build (crit). Im having alot of success playing hybrid, with a focus on close quarters ranged weapons (but still able to do some long range work)
Ive found that even the guys that are really far out or you can only see their head I just put small bursts in their general direction to keep them ducking until i close the distance. Situational of course, Sometimes just have to line of sight until the time is right to gap close
That’s fair I just love the animations on knife and knife is kinda reliant on headshots and crits for killing the bigger things.
Yeah I just find that there’s the occasional sniper that posts up on top of a building or rail or something where it’s either kill it with single shot weapons or try to avoid LoS and watch my team die to it cause I play with randoms lol.
that’s fair. Just to clarify when I say no brainer I don’t mean it as an insult. Just that its such a strong build its very popular (for good reason).
I get my enjoyment out of games from of anti meta, or anti popular lol
Umm… If you’re screwed because you can’t instantly take out a sniper - the easiest to dodge special - then it’s really a matter of gitgud™.
Toughness is not the problem, the problem is how many ranged mobs are spread out everywhere to inflate difficulty so that the core game design falls apart for the melee class.
I’m going to cause some controversy but I run NO toughness and NO health curios whatsoever. My curios include +7 sprint, +24% sprint efficiency, +18% Revive Speed and some assorted resistances to gunners, bombers that I couldn’t re-roll. . I run any of the two handed weapons and Flamer. My build is 322323. I have my damnation frame, I clear High Intensity Damnation runs regularly. I am quite commonly in charge of clutching the run and reviving the team since I rarely go down.
The reason I rarely go down is that I rarely take hits in melee and I know how to flank and surprise shooter mobs in advantageous situations. Lots of efficient sprint really helps here because I don’t get shot much, and I can slide effectively most of the time. There are only a few maps where I suffer from my Flamer’s lack of range.
It is my humble opinion that the Zealot is the strongest class right now. It needs nothing (except more archetypes and classes for other people to play with so I can enjoy the variety).
I think you are missing is that Toughness is DR which means its in practice extra health.
So vet, the “ranged pew pew man” not only has the best melee weapon thus is best melee character, but has the higher EHP than the non-passive DR melee (and psyker is left with a feat tax and locked melee choice for survivability without lightning staff).
If vet was meant to be “dealt with range specials” instead of “master of all”, then the passive would be camo while standing still with ranged weapon out instead of extra ammo and they would have only 50 toughness (or 100 at most if zealot got the bump to 150t/200h and psyker to 200t/100h).
Zealot’s carried by its weapons right now and a broken crit bleed build. It is nice that you can do different playstyles and they work, but it still fundamentally, as a class, isn’t very feature rich. I point to Veteran often times when I describe the talent tree because they have options and very few “these options suck in all situations.” Veteran gets flat reload speed, and reload speed on special/elite kill. Zealot just gets damage damage, and damage reduction. And since this isn’t like VT2 where we have multiple careers to work with, having at least another playstyle supported by the class talents would be nice.
I would honestly trade damage talents out just for attack speed increases (That don’t activate at low hp) to make heavy weapons feel better. And more base toughness for the zealot wouldn’t be OP if the crit bleed build wasn’t pushed with the sudden buff to the crit toughness DR. That build would have to be nerfed to give wiggle room to the other melee weapons though.
This guy gets it, But Unfortunately Zealot mains just wants the crit bleed build to remain broken, Instead of a diverse play style.
Tbh I don’t find crit dagger build very good and most people I see using it are godawful to boot. I prefer my MkV with Brutal Momentum any day of the week, easy Damnation runs galore. Maybe crit build with tact axe is better, haven’t tried it yet.
On Damnation, I usually struggle if I don’t have a dagger/flamer, which I prefer since it means I still have more to learn. With both of those, I can leave on them as a crutch to carry pubs. One or the other means someone who usually fails on Heresy can do Damnation without having to learn how to do it. Numbers wise those two weapons are overtuned with the current talents.
Dagger giving the highest mobility along with dodge, giving you far more survivability coupled with 75% toughness damage reduction, and bleed damage which people underestimate how much damage it does. Flamer which doesn’t care about armor type, it’ll kill them all in a large AoE.
I don’t mind the bleed building existing, but in terms of crit/damage reduction, you don’t have any other options on Zealot. Two handed and heavy ranged weapons feel sluggish to use. If the weapons themselves don’t feel great, and the talents don’t make them feel better, people are naturally going to ask for the build that’s outperforming to be nerfed. Plus on top of that, the zealot’s signature weapons (melee wise, Evisc and Thunder Hammer) are underpeforming, or feel unsatisfying to use (you rev up your special attack to do big damage, a pub kills the special before you) is just going to push more general dislike towards the dagger build.
Cannot agree. have touhness extra on psyker and you can get oneshot by heavy attack by boss on Assassination Missions on t4/ t5 through full HP and Toughness and Block
“Faith Restores All” should be redone to basically heal all of the chip damage an attack causes over 5s.
When your thoughness is at 75% and you get hit with 100 dmg the 25 health dmg should be restored. If your toughness is at 50% and you get hit with 100 dmg 25 health of the 50 health dmg should be restored.
Basically as long as you get hit at or above 75% thoughness, you should regen all health dmg taken.
The talent itself has already strong competition with “Holy Revenant” and “Thy Wrath Be Swift” and this change would help and fit the theme of thoughness dmg reduction zealot. It would also make “Holy Fervour” better as a talent.
I don’t believe Zealot needs a lot more power in terms of balance but it does need more build diversity.
The dagger/bleed build is disgustingly overpowered but any Zealot playstyle is very punishing.
I agree that the Zealot’s base kit is designed to play with toughness generation a lot and therefore it would play better (and make sense) that he had a decent base value to work with.
A Zealot can survive a single much harsher beating than a Veteran but the latter can effectively be hit more “often” before going down.
I think the Zealot would be a more balanced class if it had a 170/170 stat distribution instead of 100/200 and had it’s crit build heavily nerfed.
I just don’t quite get this. I have been running Eviscerator exclusively on damnation runs and i’m doing perfectly fine with it.
Like am i missing some hidden feature why it sucks or what?
Thunder hammer i can at least understand because the special makes no sense to have such a lockout and the light single target damage profile is just “what” especially after using the same hammer profile in vermintide 2. I also personally think the new power weapon variant is simply better at crowd controlling.
Evisc is a really good weapon, especially with cleave and toughness Regen blessings
My issue is that most weapons are fine. But in quotations, you need the right blessings and they get good. While I know that’s a weird issue to have, due to the shop RNG, you could have a chance to never see the weapon, or never roll the right blessing. Or worse, it doesn’t roll the right stats. So for me, the evisc doesn’t feel good to use, but for someone else it does. So it’s hard for me to explain “it doesn’t feel good” other than other options I have just perform better. But I don’t know if that’s due to blessings, where the bar percentages are, or playstyle.
My issue with the thunder hammer: it’s single target only, and the heavy attack swings left to right. Everything I wanted for the thunder hammer is on the Crusher and it’s now the “horde aoe stun” that I expected the thunder hammer to be.
My issue with the Evisc: They nerfed repeated crit chance on its saw, so the single target is worse than using other weapons. Therefore the thing left for it is cleave, and the basic sword does its job better in that category. Is it bad? No, but underpeforming for me is I don’t have options to make this weapon feel better in its base form, and fatshark haven’t really supported two handed weapons in the zealot talent tree.