check values. I had not in mind when I was defending dagger movement. You can see them on gamelanterns.
This is too much the difference between tactical axes and daggers.
About the movement skill of zealot, I cannot be objective. I use it on 80% of my builds. anything I could say would be under my own experience and as I would hate to see it nerfed…
Must say, that my feeling is that, no it should not be nerfed. But between 0.45 (tactical axe) and 0.98 (daggers), the gap is huge!
For reference, catachan is 0.45, combat axe 0.45, a recon lasgun 0.8, a bully club 0.23, revolver 0.8.
So, as you see, the simple nerf of daggers movement would also need adjustments on other weapons (as you can see with recon lasgun).
To be honest, I don’t care of this cause I have learnt to survive alone, and my goal is to train enough to be able to survive alone without my team. On my zealot, I actually play without using medicae, returning to the old until the death + now loner. Just cause of rushers.
I don’t even try to change the behavior of the players, I know this is a lost cause.
I will just adapt.
But, yes, they could nerf a little the daggers move… however it would require to adjust everything else.
We must have a different definition.
For me rushers are the guys that do not wait others and go forward and do not try to play as a team. And this, this is not only dagger zealot. Sorry… it is a lot of players.
And so a lost cause to try to change that… unless Fatshark put something that incitates them to stop rushing. I believe that the skull were sort of this… but noone try to get the martyr skulls.
Maybe what could be better could be something if you rush, you get massive enemy spawn.
So something like :
If player pass the point A before 10 minutes, launch a nightmare spawn. And off course, several conditions like that to slow players with massive spawns and incitate them to slow down.
But would it be fair? I don’t think it would be appreciated.