Yeah, for Needle Pistol I’d probably just SLIGHTLY lower the Chem DoT Stacks PER NEEDLE and a Pickpocket nerf would take care of the rest. Of course, I wouldn’t do the former without testing in order to ensure Needle Pistol stills meets its key Breakpoints.
It is a mixed bag and in my opinion does not achieve what it wants.
As a DoT that works against full carapace I expected it to enable scum to play two non-armor piercing weapons. Something like devil’s claw and ius shredder pistol. But the application on melee hit is too slow and thus the time to kill crushers of the devils sword stays quite low (< 1k DPS). Even with chemed up blinders this does not change considerably.
On the other hand you have chem grenades and needler which apply more stacks faster and thus can melt complete crusher hordes and everything else. As on high stacks it has an incredibly fast time to kill. Actually the fastest time to kill anything compared to all other damage over time effects.
To conclude I would allow melee to stack faster but reduce the maximum stacks. That way it would enable more weapons but would cap out earlier. This results in the shortest time to kill on crushers but higher time to kill on everything else compared to the other damage over time effects.
Hard yes. In my opinion throwing knives are the weakest. They were on the best path so they were picked most, since the patching changed I have changed to proper grenades on all builds.
The only ranged weapon which does not cover the use cases of throwing knives are flamers. Thus flamers are the only ranged weapon which makes sense with throwing knives. And then you have two options to achieve the same: throwing knives and flamer or inflammation grenades and any other ranged. And the latter allows you to always take your position in the frontline and hacking away in melee while the former incentives you to hide behind your teammates and cast the flamer (with so many ppl hating chorus I cannot understand the love for flamer :D)
A zealot using stunstorm grenades properly and chorus is the best frontline you can have. Undying unwavering always between you and the enemy and if all else fails he still has the possibility to clutch even in high havocs.
The Sunstorm Grenades can be “good” if you need to stop someone from going down or get someone up. There is how ever the Chorus option.
yeah because i never liked using the throwing knives, and they were the ‘meta’ pick for so long and zealots overall tree was awful for so long i never really played the class much, but ive always liked the fire nades over the other options
That’s cool and all, but Vror was asking you if you think the fire grenades are good balance wise and not if you like using them. Just because you personally like something doesn’t mean it’s good. I like the Heavy Sword, but you won’t catch me saying that it’s a good weapon for higher difficulties.
Huh, thanks! Looks like my information was wrong.
I think adding some unique effects to fire would be cool… or hot… such as
- Escalating DoT damage (longer something burns the hotter more damage)
- Fires clear pox gas (burning away noxious gases around it source)
Can you elaborate on that? It doesn’t really make sense to me.
The idea is fire would burn pox gas around its source, clearing the air of pox bomber’s gas or event gas at least temporarily.
It would make sense, if Tox Gas was flammable. But unfortunately, as far as I know, Nurgle’s Juices are not really made from gasoline or anything that catches fire easily.
Most biological…and general things are flammable but not like gasoline instant combustion. I highly doubt a toxin based gas would not burn and designed to be anti-flammable?
Then this is what the current event would look like from a distance:

It should one 100% be nerfed. At this points it’s a one click screen clear even on H40, being stronger than a flame staff psyker. The fact that it’s limited in use is nowhere near enough in terms of balance.
Either lower the stacks or the available uses.
For three years now the best suggestions for improving underpowered grenades has always been to have a player-centric boon of clearing enemy zoning attacks.
Powercreep will continue until morale improves.
I agree that nerfing all of the over-performers is a much better long-term solution. But I highly doubt that Fatshark is going to do that, at least to any significant degree. Especially because, at this point, that would also require a nerf to enemies (carapace spam, density, etc…). I think they are afraid to nerf anything more than slightly.
In the meantime, zealot’s grenades really do need some kind of help. One could argue that they always have. They feel particularly irrelevant in today’s Darktide. I think a slight buff to their function or number wouldn’t contribute much to power creep, given that Zealot’s grenades have never been particularly stand-out and would almost certainly remain less impactful than most grenades of the other classes. Realistically, I don’t ever see his grenades getting to shock mine or chem grenade levels.
Yeah, Fatshark is afraid to stir up rage of pub Andys, as it was with Helldivers 2. They don’t need to introduce nerfs for people to blame “stealth” nerfs or “stealth” enemy / AI director buffs for mission failures.
When it comes to fire nades and chem nades. Make their AoE far smaller (3 meter radius max) and make them good vs carapace and unyielding. The last thing this game needs is more AoE based “press X to win” options.
