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The toughness cause unbalance
The toughness design is useless, I mean the temp health design in Vermintide 2 is a lot better than the toughness design in Darktide because it cannot hold damage, I played level 3 with Ogryn and when the enemy hit me with melee, my toughness drop from 111 to 60, it is only a common enemy, and let’s talk about the ranged weapon when they hit me, my toughness will easily break either and range enemies are a lot, because of this, a shield weapon will have a high priority to the Ogryn player’s choice, this is unbalanced to the others weapons because they cannot block bullets. (I know that there is a perk that can block bullets, but that is not the reason, because it is not easy to get the perk) -
The ult is a bad experience
In Vermintide 2, when I use foot knight, I can use blocking to cancel my ult and I can stop in where I want, but in Darktide, when I want to cancel my ult, it does not react so fast, I need to click many times of blocking to stop.
And the game always crashes!!!
idk if this is how it works, but when I’m playing ogryn if I hold “s” while in my ult I can cancel it and stop on a dime
in regards to toughness, I also don’t really like how it feels, I think that giving every class a flat 100 is a bad idea, I think that certain classes like zealot of ogryn should either have higher passive regen or just a higher pool overall (ogryn less so as he’s already very hard to kill)
A big problem with toughness feeling useless is that no matter what your toughness is at, all melee damage causes “chip damage” do your health. It was something that was in vermintide then removed for good reason because it was a sht mechanic then and it is a sht mechanic now. It makes your toughness only useful for ranged enemies which you should be dodging into cover for anyways or as an ogry, blocking with slab shield.