Zealots and Knifes

Then theres my knife zealot, waaaay behind the team because everyone else hates looting.

The fact that there are 800 plasteel games is appalling.

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I mean it’s dependent on a lot of things. If it lets you reach a one shot it’s often worth it. You can also be charging it on approach or as the enemy is running to you negating the theoretical down time. Having it doesn’t mean you exclusively full charge every heavy, but when the breakpoints line up, it’s a pretty powerful option to have.

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Thank you for your reply. Since the Combat Knife and Thunder Hammer seem to be two extremes, using the Thunder Hammer as a template to weaken the Combat Knife has some issues. I spent a lot discussing the performance of other characters to illustrate that the current strength of the zealot is not prominent, and many playstyles and weapons are seriously outdated. The Combat Knife’s performance in the zealot’s hands barely matches other characters at high difficulty. Achieving the same damage output efficiency with the Combat Knife requires significantly more effort and entails higher risks. While we are discussing whether the combat knife’s weak spot damage is too high, the power sword can already one-shot heavy armor enemies, and the plasma gun can handle almost all special units with a single shot. This is something the combat knife never cannot achieve, and its low efficiency against large groups of basic enemies further widens the gap between it and the powerful weapons of other characters. Therefore, I don’t think the combat knife is strong enough to warrant a nerf. I believe we need to view this issue from a broader perspective. There shouldn’t be too much disparity in performance among the four characters; at least, I think this idea is reasonable. The Thunder Hammer’s current performance can be described as a tragedy—it’s only useful for boss fights and nothing else. Meanwhile, the Veteran’s combo setup has impressive anti-boss efficiency, but the power sword outperforms the Thunder Hammer in every other aspect. This makes the Thunder Hammer seem like a joke, a redundant presence. Strengthening the Thunder Hammer and other weapons to make them more useful seems to me a more reasonable and fair adjustment. What do you think?

Antax Axe, Catachan Sword, Heavy Sword, Achlys Axe, Assault Chainsword, Mk2 Eviscerator, Tactical Axe, Assault Chainaxe, Thunder Hammer, Shock Maul.

Most of the weapons mentioned above have not been seen in use by Zealot players in Auric Maelstroms for a long time. The exception is the Thunder Hammer, which is virtually useless outside of boss fights, and even bosses can be easily dealt with by the Veteran using a combo of plasma gun, grenades, power sword, and Voice of Command . As a result, the performance of the Thunder Hammer in the rare occasions it appears is truly difficult to describe positively. The vast majority of players use the Rashad Axe, Combat Knife, or the Mk15 Eviscerator, despite the fact that there are a total of 25 melee weapons available to the Zealot.

Antax, Heavy Sword, Tac Axes 2 and 4 (to some extent 7 as well), and Chain Axe 4 are all at least decent at dealing with armor. In fact all of them are amazing for dealing with armor other than the Heavy Sword.

Players just seem to want to stick to the easiest or the strongest options.

I see all kinds of Zealots. If anything, it is the ult ability that isnt being diversely used. Too many dash zealots.

N the tunder hmr is still crazy but people got used to pre-nerf hammer and said “fk this bs.” I guess it makes sense that people stick to the most accessible weapons, but also impossible for all zealots to be using only knife/rashad/evis.

I myself never use these 3 weapons (except knife as first game warmup only).

This thread is everything I thought it would be.

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I have seen a player kill a Plague Ogryn in five seconds by repeatedly hitting it in the head with a Combat Knife while trivially dodging the few attacks it managed to make before dying.

We know the Thunder Hammer is getting some minor buffs in the next patch. Will it be enough? I doubt it. But then we all have different expectations, and whatever the game designers do, someone will be unhappy about it.

What do I think? I think all weapons should deal more damage per second than the Combat Knife. And wielding the Combat Knife should make you faster and more agile than all other weapons.

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Make the relic incinerate hordes and I will use it.

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The ult would then need a nerf in some areas but that would be a pretty sick addition.

Let me put it this way: One of the easiest or the strongest weapons you described—the Rashad battle axe—requires 6 headshot hits to kill an Executor. For me, it’s hard to call that “excellent,” especially considering that those Executors usually come in groups of 4 or more. Are you sure the weapons you mentioned above can be considered “decent at dealing with armor”?

Compare these: the Power Sword only needs one hit, the Deimos Force Sword needs two hits, and the Pickaxe only requires one hit. Keep in mind that the Zealots are characterized by their melee combat. When considering the performance gap with ranged weapons, the outcome is even more disheartening.

Killing a normal Plague Ogryn with a Combat Knife in 5 seconds on the highest difficulty is simply impossible. You could install a mod and test it in the shooting range if you want. It’s very likely that you either overlooked the damage done by teammates or weren’t actually playing on the highest difficulty.

As for your second point, as you mentioned, enhancing other weapons makes the combat knife seem less outstanding. Isn’t that exactly what I’ve been saying? If i could use a Thunder Hammer with performance close to the Power Sword, I wouldn’t even glance at the Combat Knife. Just as I initially mentioned, many Zealot players use the CombatKnife not out of preference but because there are almost no other options.

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Based on my recent experience with 200 matches of Auric Maelstorm, approximately 85% of Zealots are using these three weapons, with the remaining 10% using the Thunder Hammer, and the final 5% using the other twenty weapons. As for how the ultimate ability is used, which involves player skill, I don’t want to comment much, as many people bought Darktide simply because they see it as a visually impressive 40k-themed amusement park ticket. What I’m more concerned with is how skilled players perform with these weapons on the highest difficulty.

Excel sheet or it didnt happen.

There are a lot of options, if you can’t use other weapons it’s skill issue.

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Why don’t you just grow up and stop crying? Imagine ruining one of the few playable builds of the class just because of a crybaby. It’s like saying veterans are a nuisance because they use up all the ammo, or that psykers keep exploding and dying under the slightest enemy pressure. It’s literally a crypost.

Ask telopots, I’m sure he will be happy to demonstrate.

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I previously mentioned that I was referring to the normal Plague Ogryn, and I believe you saw that it was in the third word. However, the video shows a weakened version. Excluding a large portion of positioning time, the pure damage time adds up to about 13 seconds (2:14-2:24, 2:33-2:35, and the initial attack). The time required to deal with a normal Ogryn would be at least doubled. None of the data matches the 5 seconds you mentioned for killing an Ogryn. If you think this should be nerfed, I can tell you that an experienced player using a Power Sword can deal with a weakened Ogryn much faster and safer. Additionally, only use heavy attacks with a Combat Knife on a Plague Ogryn is not the optimal solution.”

Sounds like a plan, I shall do!

apparently its possible with an exploit.
the glitch is not exclusive to knife tho.

there are some bit of misinformation in the video. I’m not even sure if Tanner knows its an exploit. just read the top comment how to do the glitch.

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