I think it would make sense to give you full coherency benefits for only being by one teammate. Going 2+2 opens up many more (FUN) routes to go through the maps, and is often the intelligent thing to do anyways as OP mentioned. Sure you can already go 2+2 but you shouldn’t be penalized as heavily as a team for doing so.
Personally, I don’t think your post makes a whole lot of sense. It would’ve made a whole lot of sense if falling out of Coherency, meant insta-death or something crazy like that. This isn’t the case. All falling out of Coherency does is stopping Coherency Guard regeneration and you lose the talent tree Coherency benefits. That’s it.
You can still make all the tactical decisions you mentioned above and a good team won’t die because of it.
I think Coherency would feel a lot better if there was a 6-12 second grace period of retaining those bonuses specifically for the times where someone is forced out of it or when charger classes go in to do their job as pointmen while the rest of the team catch up. Additionally, for Coherency bonuses to chain link so you can make single file lines (as is common for traveling) and still gain the bonuses of the frontman even if you’re holding up the rear. This would work best with a very by the books approach but also allow for a lot of versatility to playstyle as long as each player is still thinking as a team.
I mean, you are not being penalized, the worst you might have going for you is missing out on a buff given by someone that by chance might have it, but would still in general be rather situational. You still regain Toughness if you remain close enough to your teammate when you go 2+2, something I often do and find no problems with.
Yes, I can and do usually go 2+2 fine. You gain toughness slower then when in full coherency though, and if the person I split with is bad, they’ll go down and leave my fighting by myself with no coherency. I wanna give these players the best chance they can get or else people who aren’t very good will be conditioned against going 2+2.
to clarify, i have never used that talent. and never felt need for it.
so i don’t know exactly how it works and feels. dose melee enemies that coming from behind just ignore you and running at ogryn that far away ahead? even in that case i vlue my ability to move around to flank enemies in cover or to get los on important targets more.
i am not stucking in melee so often as well and if i am, then i know how to unstuck to do my job
if it works for you then use it. i am not trying to convince you to not to. just giving my perspective.
they already have.
coherency almost never bringing me back to my team as zealot. multiple special spawns does, or if i see a difficulty spike rise up.
so i will always be around when it matters.
on legend yes, on cata not so much, on modded difficulties it’s never the case.
only way you can become a “1 man army” is when you are last one standing or you just have so much damage that enemies cant stop you from presing w all the time ← this is the case with legend and lower
so having legend case sucks, but when everyone dead on cata and you watching how some ironbreaker trying to survive among rat’s hell and clutch is satisfying
Well, that isn’t an issue with the Coherency, or not even close to being the problem. The issue now will be the specials the AI Director will spawn, aka Hounds and Trappers, as it now considers you separated from your group, so a different issue.
You say “That’s it” but what’s the point in it? It brings nothing to the game. I made this discussion mainly talking about the armor regen, which I’m not sure numbers on, but it’s noticeable and it’s when you need it most for this game full of ranged enemies as when you’re alone kiting a ton of stuff is when you really need that shield regenerating as often you can’t fight in melee because there’s so much and you have ranged chipping away at you. But why have class buffs as even ranged?
There’s no case FOR coherency other than DUMBING DOWN THE GAME and designing your game around the most trivial concern at the lowest levels of play of people “running off”, which this Coherency will make no difference to if you even entertain people “run off”, as if there’s some authority on where they SHOULD BE, and there’s something wrong with people “running off”.
A lot of this stuff comes from those who are always talking about how others play and wanting to control and criticise how others play. I can’t understand it. People can play the game how they want to, I don’t give a crap. It’s not my place to judge others for how they play or tell others how to play. When I play with other people that’s the deal is that I’m playing with other individuals who do their own things and that’s what’s fun and interesting about it is that don’t know who I’m going to play with how they’re going to play and I can’t control them.
They already have the disabler specials to punish people for wandering away from the group. Adding coherency seems unnecessary since they already have a really harsh mechanic to kill players who stray
Yes, enemies sprint past you, they run so close past you, they could bump your shoulder. Even if I’m shooting, and even if I’m shooting AT THEM. They only notice me if I move or dodge.
I agree that in practice it doesn’t achieve what it sets out to. It should have some sort of delayed fall off or something.
If your FOUR PLAYER game is so easy that you are afraid that a single player with 1/4th the firepower, 1/4th the health, 1/4th the situational awareness can solo it, maybe just make the game harder rather than artificial gamey penalties for being alone?
How do I downvote the crap out of you for being a hornknob?
This is not a Tide game I want to play.
In our small group of tide game players we call those players…deeds / difficulty modificators.
I think the biggest harm to this system is when they introduce other systems that compete with it, i.e. splitting up to search for macguffins, and introducing character abilities and traits that intentionally separate them from the group, such as zealot and ogryn charge, and the veteran’s regen when far from enemies (which tend to be close to teammates, so veterans are often separated from the team some distance).
Basically, can’t clutch like VT2. Team ded? Unalive yourself, be a team player and join the team. Can’t play hero now, that’s not teamplay.
Imagine not being able to figure out how to regain Toughness outside of Coherency.
My only problem or scratching head moment is , you naturally split up looking for the grimoire things.