I don’t know if you’ve noticed, but in addition to the changes declared in the update notes, there’s a hidden change.
Invocation of Death was supposed to reduce the ability cooldown from each melee critical hit, but with this update, it can only reduce the cooldown from one attack instead of counting each hit, which severely affects the Zealot’s entire critical talent build.
Although I filed it as a bug because it wasn’t mentioned in the update notes, Fat Shark’s previous similar behavior made me unable to have any confidence in similar small actions from the developers.
An example of this is the Charmed Reload Blessing, where FatShark secretly weakened it in an update, but never responded positively or explained, so much so that players repeatedly reported that they could only reload 5 rounds of ammo at a time instead of the previous 10. Until one update, the final official adjustment for all different levels of blessing was that level 4 blessing could only be loaded with 5 ammo.
So, seeing that Perfect Strike has been given some critical strike chance bonuses (which doesn’t seem to be accurate under the mod display), perhaps FatShark has made another sneaky adjustment, and the small boost in the blessings related to critical strike construction is this ostensible compensation
Another thing that can be said to be an intentional act is that one of the talents of the psyker has been adjusted in the exact opposite way, and that is Perfect Timing.
So, it’s not that the developers didn’t notice how the talent works, they just deliberately hid it in a major update and didn’t tell the player directly, so as to avoid the player being angry about the continuous nerfs the class.
I think zealot was performing as it should, and other classes should be of same strength when performing their role.
only nerf i see as justifiable is 100% rendering on chastise wicked for ranged, but yeah 0% now its really bad, should be 50% for ranged atleast, braced autogun no more worth getting.
I’d hate to discover this was an intended nerf, but I also remember people just dismissing vet mains when they got the nerf bonk for their “broken” thing.
I’ve spent lots of time on zealot and I approve of those nerfs. Zealot is still easily the most powerful all-around class in the game. It’s still way too easy to grab all the most powerful talents in the tree and combine into one build.
Nah dude think this through fully. The way this has been nerfed barely affects knife but slaughters D Claw. A nerf that barely affects the strongest user of the talent but dumpstering weaker off meta applications of it is very poorly handled. Its effectiveness is now entirely a function of attack speed. Its effectiveness is heavily skewed towards fast low cleave weapons.
I agree it deserved a nerf but it would have made way more sense to just reduce the cooldown amount per proc down to 1 or even 0.5s. That would have reduced its effectiveness evenly across the board rather than just encourage knife meta for crit builds.
This has almost no effect on fast single attack weapons, such as the running dagger build that is hated by many people, but for multi-target weapons with slower attack speed.
This is a huge nerf, like a heavy sword, due to the lack of fast anti-armor and anti-elite ability, it relies heavily on quick recovery skills to deal with a large number of group elite enemy, and its upper talent, impact is also weakened at the same time, which makes multi-target weapons weakened in crowd control ability.
This is a thing that has been weakened twice at the same time, For slower chainsaw weapons, the impact is also huge.
And for DClaw, this nerf is deadly, and this weapon basically relies entirely on active skills to compensate for its meagre damage.
As a melee vanguard, the zealot’s survivability under high difficulty is very dependent on the shield recovery and fast movement brought by the fast cooling skill, otherwise it will be very easy to be surrounded and killed by elite enemies after exhausting his stamina, and now that the ranged weapon has lost the armor-piercing effect obtained from the skill, the zealot can no longer rely on the ranged weapon to deal with these powerful armour targets.
Therefore, the loss of ranged abilities must rely on melee combat, melee loses a lot of impact control ability, further loses the ability to quickly cool down skills, and the Charge Build zealot is weakened as a whole.
In which universe does dclaw lack damage, I’ve been running it with Inexorable Judgement keystone for months and it doesn’t require combat ability spam to be effective. Parries easily deal with armored enemies and bosses.
Are you saying the class designed to engage the most in melee combat must not have such talents and keystones?
While you are at it, then why don’t you look for example the Psyker for having his tree build around Warp and Toughness or the Veteran to play ranged weapons?
Or the Big Guy for playing with Big Guns and Big bonks?
Zealot still has worse toughness regeneration than Veteran and Ogryn.
You are trying to do those “showcases” in controlled environment of how good the Zealot weapons are ,but you are showing only mediocrity …
If I decide to run a Heavy sword or Katachan ,do I have to play with Zarona Revolver or Boltgun?
No other way to deal with crushers, god forbid I get to kill 2 with my Charge ability which has cooldown.
And no ,I do not use the Columnus 5 ,because I prefer using the Braced autoguns like Agripina or Columnus 2 braced, even Graia is good
Yea, worst toughness regen - just all combat abilites grant toughness, 15% toughness on a successful dodge every 0.5 seconds and 50% toughness damage reduction on a crit.
And all melee weapons are capable of killing crushers if you actually use weapon mechanics, you don’t need either a revolver or a boltgun.