So I’ve made some posts before about toughness and how it could use some work along with suggestions, but only just recently realized something obvious that I never even noticed until now. Toughness is worth roughly less than half of what the game tells you you have. Why do players have so much toughness in the first place if there are mechanics and hidden multipliers in the game that make toughness less effective than it actually is?!
Having 100+ toughness feels like a LIE, since melee damage partially bypasses it and ranged damage does like quadruple damage to it. Players look down and they see this blue bar that is over half of their HP and think they have a large buffer against taking health damage, when in reality it isn’t big. I don’t think toughness should be nearly on par with players’ health before feats, curios and blessings are being taken into account, but players are being told that since the number is so big.
Enemy damage output is all over the place due to the way toughness damage is balanced. Basic shooter enemies are the scariest foes on Terra. Melee damage is insanely inconsistent due to the way toughness bleedthrough is designed. Elite enemies have inconsistent threat levels and are often less threatening than they should be in melee range, especially compared to shooters.
Why even make ranged enemies deal so much bonus damage to toughness? Why even bother with melee bleedthrough? Why don’t players just have less toughness and get rid of some of the obscure balancing effects. By trying to make the damage/toughness system in depth it actually ended up becoming misinformative, misleading, bloated and arguably weaker as a design.
What I would recommend changing, given the current game state:
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Lower players’ total toughness by 50% and keep in mind this would also lower all % sources of toughness replenishment.
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Get rid of overkill resistance. This mechanic grants 82.5% ranged resistance for 1 second after toughness is broken with a 5 second cooldown on damnation. The duration and cooldown are also different between difficulties, which is very sketchy for a lifeline mechanic. It makes damage feel inconsistent and should be removed to complement my below listed enemy changes. Balancing a (half) FPS game around fluctuating tankyness just gets messy and the game already has an evasion system that is very engaging and well designed for avoiding damage anyways.
Edit: I originally thought this mechanic granted overkill immunity and am extremely sorry for the previously incorrect misinformation that may have spread because of my stupidity. -
Get rid of the hidden toughness multipliers on all normal/Elite ranged enemies and halve them for Specialists. Follow this up by adjusting base damages. Extremely similar functioning ranged enemies have a wide variation of toughness multipliers that make them do very inconsistent damage between health and toughness. This inconsistency is only proliferated by them having largely different base damage values alongside the previously mentioned overkill resistance.
I will be listing some balance adjustments in order to right this problem, that are also in line with the loss of overkill resistance and 50% maximum toughness.
All listed numbers are for damnation. Difficulty damages scale at 25%/37.5%/50%/75%/100% effect, for context. My source is from a very helpful datamined post created by a fellow numbers nerd. Reddit - Dive into anything -
The ranged enemy number changes I recommend are as follows:
Scab Shooter bullet damage 35.84 → 12, toughness multiplier 1x → 1x
Dreg Shooter bullet damage 10.8 → 12, toughness multiplier 4x → 1x
Scab Assaulter bullet damage 9 → 12, toughness multiplier 4x → 1x
Scab/Dreg Gunner bullet damage 12 → 9, toughness multiplier 1x → 1x
Scab/Dreg Shotgunner pellet damage 12 → 12, toughness multiplier 3x → 1x
Reaper bullet damage 32 → 16, toughness multiplier 0.5x → 1x
Sniper bullet damage 122.5 → 122.5, toughness multiplier 10x → 5x -
Scrap melee bleedthrough completely. This mechanic makes 1% of melee damage bypass toughness per 1% missing toughness. Just like the max toughness values, it feels misleading and has issues with hybrid(ranged+melee) combat and class design along with many other misc. issues. Specials that grab the player should always deal 50% bleedthrough though.
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Make all classes get the same raw amount of toughness from melee kills to offset removing bleedthrough as to not create a survivability imbalance due to some classes having more overall toughness. Sharpshooter would get 2.5% instead of the 5% of other classes because it has 2x their toughness, as an example.
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Increase the amount of toughness from melee kills on Elite/Special/Boss enemies from a base 5% up to 15% in order to create a risk vs. reward scenario for confronting them in melee, rather than mag-dumping them on sight. This would also increase the value of zealot’s currently garbage “1.75x toughness on melee kill” feat.
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Sharpshooters and psykers SHOULD NOT take bonus toughness damage while sprinting as it discourages evasive actions and fun sprint builds, or at the the very least make it only apply to melee damage.
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Coherency regeneration should probably be lowered to match the reduced maximum toughness, because it is the only non % source of toughness recovery. It should also work at 25% effect when alone, aka at 1/4 coherency.
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Lower the sharpshooter class’s “75% ranged resistance during ability” feat down to 50% as it is already debatably overpowered even without the above listed changes.
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Zealots should not take 100% reduced toughness damage while sliding. Just make it 50% instead (seriously, they are out here playing dark souls with a gun, with those immunity frames). This one apparently doesn’t really matter that much, but it’s still silly and might become too strong if melee bleedthrough is removed.
Summarized Results:
(You have to take the above changes into account together or they don’t work to proper effect.)
Toughness will actually be worth as much as the number says it is. People will be able to properly gauge how much damage they can endure. This naturally extends to making the selection of defensive perks, blessings, and feats more straightforward for the players. The game’s numerical mechanics will also be streamlined, therefore resulting in easier balancing and coding, especially down the line should more classes and difficulty modes be added.
Playing ranged fights should be somewhat different. Basic shooters will not be as oppressive and overkill resistance would no longer be present to incentivize the slower and more grueling “peek-a-boo” tactics that are stalling missions and leaving the more melee oriented players bored. Proper usage of cover is still a very useful skill, but evasive maneuvers will let you survive and advance farther then before. This will notably even the playing field for differently designed maps too.
Taking melee damage will mesh better with ranged damage and be far more consistent overall. Players can actually survive a few papercuts while on low health, while eating an overhead slam from a CRUSHER properly does more health damage than getting hit twice by wimpy groaners. Missing a sliver of toughness no longer make the smallest of hits lethal, at the cost of not being able to casually shrug off massive hits while on high/full toughness (bleedthrough was dumb like that). The 50% reduced toughness would make melee combat overall more lethal. Elite melee enemies would be more dangerous and while basic enemies would be harder to sustain against, they wouldn’t apply chip damage while you still have toughness.
If after reading this you have any thoughts on this post, or have something to add yourself, please feel free to add a comment. More discussion, data, and feedback is always better. I have also been periodically editing/polishing this post for better reading and coherency… Heh.
Sincerely, an obese megalodon enjoyer who thinks a basic and core mechanic should be just that.