I might be misremembering but i think Ogryn gets a passive 20% less toughness damage perk as well, so coupling that with the single target heavy attack that gives toughness on hit and the 50% less damage from big enemies, you can easily tank most big things, as with every attack on you, you can return a heavy attack and recover most, if not all, the toughness you lost.
hordes are slightly worse though, because they can easily swarm and get a lot of hits at the same time making the heavy hit regain less effective especially if coupled with ranged mobs… but toughness on multi hit perk on weapons help with this.
I was getting about 45 toughness on each heavy hit last i checked and about 20 on multi hit.
I wanna add that Toughness as it functions right now is balls and much worse than it used to be and it was already rather pointless and deceptive, as it doesn’t function at all as the tutorial tells us.
Since unless you can pump back to 100% as soon as you lose toughness, you’re going to be downed and stunned, since it’s going to snowball rather quickly.
This is why ranged enemies are so incredibly lethal, since they can just keep shooting and every hit becomes bigger and bigger damage AND they can also suppress you, making you stagger and walk slower and fire back at worse accuracy.
Hordes of smaller enemies has become a juggernaut of pain as each strike increases rapidly, since the small damage from them that used to be manageable will now snowball into a big punch.
This makes the backstab spawning enemy’s a very dangerous thing, since they will take the 100% toughness, you’ll turn in panic to deal with them, and the swarm will get you instead.
So you’re now one mistake from being downed. increased toughness isn’t going to help you, but might actually be detrimental and increased health is most likely the only buffer you have now. Since as soon as you notice you take a hit, run away and recover. You can’t take a second hit, because that will most likely end you. So push like you’re on steroids and dodge-slide out of there and relocate, that’s your choices now.
You should also look into using the melee weapon with the highest dodge distance and focusing on CC abilities imo. As I Psyker I’ve been mostly using the flame staff as it is cheap and staggers everything, couple that with the constant toughness regain of passive quelling and gaining warp charge in coefficency, i’ve managed to be the only one with full hp in my missions.
The reason why you see Ogryns survive as well as they do is because of their toughness regeneration mentioned earlier. they can quickly recover to 100% and they’ve got a lot more health and they take less toughness damage when they’re damaged. it doesn’t mean they are gods and that toughness is fine, it just means they are the only ones that can slightly coupe at the moment. However, if you’re not spamming melee or stagger in someway, than you’re just as bad off as everyone else and that kind of forces us Ogryns to yet again be pigeon holed into always be using the Shield…
But I’m going to try a bullrush focus build tomorrow, maybe I can use that as an escape and reset ability.
Personally I think this is the wrong approach to toughness, since it encourages ignoring toughness and keeping it low. Sure, that encourages a lot more dodging and pro-darksouls get-gud gameplay, but it also removes choice imo and becomes counter-intuitive, which might lead to players feeling cheated… because no one in their right mind is going to go, less toughness has to be better? right?
I think it should function where 100+ it functions as a shield, and below 100 it has bleedthrough like it has now, because than you have a state in between safe and broken which is what toughness is lacking… They’d still be able to get the snowball effect below 100, but at least players can control when that happens as each one needs different buffer to manage.
It also gives us an actual progression of growth(which seems to me to be missing completely), as our characters actually becomes physically TOUGHER by increasing our toughness… because we can take more hits before being caught out.
Too me this seems like a much better way of using it, since it becomes a lore friendly way of showing a seasoned warrior on the battlefield and his grit.