In the current state of the game Zealot struggles to maintain an identity, especially with the many issues that have yet to be resolved in regards to Feat/Blessing functionality and weapon balance.
However, Zealot does have one thing that is currently setting them apart from other classes, encouraging unique weapon selection and emergent strategies: Ranged Chastisement.
- What is it?
Currently, the damage bonus and armor penetration bonus from Chastise The Wicked applies to all ranged weapons for its brief duration. This allows weapons that would otherwise suffer greatly from hit-location/armor multipliers to deal significant damage during the ability’s activation.
This lasts until the Zealot lands a Melee attack or the effect expires.
- Why is it good?
This unique interaction creates a very small burst window that allows the Zealot to rapidly reposition while dealing with threats that may otherwise be too numerous or out of reach. Ranged Chastisement also allows the Zealot to effectively utilize weaponry at higher difficulties that other classes can’t (or that would otherwise suffer from crippling weaknesses on Heresy+.)
This is absolutely amazing! This is so, so much bigger a deal than it seems because this is one of the only features of the Zealot that gives them a unique playstyle! This emergent synergy with the Class Ability encourages aggressive play with combined arms where Zealot starts to shine the most, rather than sticking to the quickly staling meta of Kantreal/Bolter that is dominating most Heresy+ Zealot gameplay.
After learning to utilize this emergent property on Zealot I’m no longer shackled to playing a discount Melee-Veteran, because I’m able to bring hard-hitting burst damage that rewards me for pushing with my party and engaging with multiple threats at once. This creates a defining feel for the class that mirrors the other classes-- not as a waifish shadow of the Ogryn’s support and engagement skillset, and not as a frailer, less potent Veteran, but as a highly aggressive close-ranged hunter somewhere between the two!
And the best part? I get to experiment with low-power weapons on Heresy+ that aren’t usable for any other class! Autopistols, Autoguns, Laspistols, Revolvers and Shotguns might be cripplingly underpowered but I can create niche use cases where their rapid-fire, high mobility, and normally armor-snubbed burst damage can truly shine! Clearing a path to my target with the tearthrough of a mid-charge special shotgun round or quickly ramming into and cutting down an injured Crusher with an Autopistol to get to a downed companion is a rush no other class can provide!
TL;DR: Ranged Chastisement helps to further define the Zealot’s role as an aggressive pusher and high-value-target-hunter while encouraging them to use secondary weapons other classes don’t, and in unique ways.
- The Reason For This Post
I am, however, deeply concerned about the future of this synergy. We have already once seen Zealot’s power level significantly impacted by a bugfix, which removed the full-crit period from Chastise the Wicked, and I worry that Ranged Chastisement could suffer the same fate. This would be a huge step back for the Zealot, would rob it of its nascent identity, and would further homogenize the growing Veteran-focused meta.
However, you have shown time and time again that unintentional quirks of the system may be acknowledged and intergrated into the core game, and that gives me hope.
Therefore, I implore you NOT to fix away Ranged Chastisement but to polish it and make it an explicit part of the base skill!