Why does fire just remove toughness its so unbalanced and also just makes no sense fire is supposed to be tick damage but I lose 100% toughness if 1 single flame touched my pinky toe.
Please just make it tick damage both hp and toughness at the same time instead of this BS it complete removes all sense of being skillful and feels like ive been cheated every time. Especially on toughness based builds e.g ogryn heavy attacks being the prime way of regening toughness and then it all gets taken off coz a bomber all the way accross the map i cant do anything about as im trying to fight crushers ragers and maulers at the same time.
1 match of testing i feel like you should have noticed that this completly broken. Make fire work how fire is supposed to work. TICK DAMAGE!
I love the game but this is one thing that is ruining higher difficulties for me and everyone i have come across playing with.
Fire is brutal, and I’m scared of it. But I think personally I’d rather we had ways to mitigate it (other than jumping around like a loon) than the high threat be removed. I like how it shapes the battlefield and makes you think about escape routes in every scenario.
If smoke nades removed and prevented fire, everyone would love Smokey vets!
I get that for normal difficulties but Hi intensity shock troop gauntlet there is nothing u can do to counter all the fire at once ontop of all the other specials running at the team
I don’t mind it. Although it does suck if you invest in toughness talents and toughness curios compared to health (which is why I see people focus on health instead)
I think a fair compromise could be for it to do more toughness damage and as toughness goes down it does health damage. No toughness maybe actually set fire and have a DoT.
The fire should have some mercy timer that lets you stand in it without taking damage, then be brutal.
Like a 1.5/2 seconds in which you see you’re being hit but take no damage, after that you lose all the toughness and start losing health.
I don’t know if it’s my settings or it’s the game, but sometimes fire disappeares when I get close to it (and reappears when I move away) but it’s still dealing damage.
I like high threat, but “deletes your toughness no matter how high it is” is a little silly for something like fire, especially since the sources can be pretty random. It’s especially terrible if you get trapped or separated from your team or have to go through any remotely narrow space. And it just invalidates Toughness for no apparent reason. It’s very arbitrary and very unevenly punishing.
Ways to mitigate would be fun, but I think it could leave you with like 10% of your toughness and still be brutal
Then the design is working. Fire is meant to control space. You wouldn’t be afraid of it if it didn’t do something serious.
It’s both. Some settings cause fire to look like it’s dying down/out if you stand in just the right spot. So you try to move through it, and the game’s like “Syke, get burnt idiot!” and makes it visible again.
Things are meant to be dangerous, otherwise you could just ignore everything and there would be no gameplay. If you play in a way where you always have enough hp to get a few ticks its fine.
You can also play in a way where you position in a way that you can either get out or avoid him all together. Difference between a good player and casual is that they can and will always adapt and prioritize new situations. If there is a bomber spawning and you dont adapt to it ofc youre gonna get hit by flames.
Imo it should be punishing. They already did enough to give the players advantages over time. The current state of the mutant and dog for example and just laughable. You can literally dodge the mutant while he goes straight trough you without being able to grab you. The dog can be pushed from something like 10m away.
Stop crying for fatshark to make the game trivial and learn to play.
I can live with fire toughness strip, but the stun you recieve on toughness break just has to go. Stop denying player movement and action with a mechanic which can be triggered by anything at range.
I’ve always thought that fire was a little overtuned. I’ve said elsewhere, but it should probably leave toughness untouched and maybe do more health damage than it currently does to compensate.
Getting ticked once makes you way more vulnerable than it should imo.
Better idea would be it just slowly tickles toughness damage if you stand in it, but does damage to health via corruption, so the longer you stay in it, the worse it’ll be.
So it technically bypasses Toughness to a degree, but would also encourage people to potentially build corruption resist% or wound trinkets more if they don’t wanna deal with that maybe? Idk. Just a thought.
It’d be punishing for the long-term of a round but not punishing in the sense of you’ll get downed near-instantly if you get unlucky, since it’s never the fire itself that kills you but the mobs running through it that’ll one tap you on Auric Damnation when you get stunned on toughness break.
I’m surprised fire does a toughness break stun to be honest, always found that weird given how quickly it can rinse you.
Lol thanks for quoting the intro to my post where I say I love fire.
This is the actual functionality. I won’t say that it’s working perfectly. It does feel somewhat inconsistent, and I think that’s down to the stun (which I hate). It might also have to do with your position relative to the center of the AoE, but I haven’t dug into the code or anything. Would love some expert thoughts on that…
Rewatching footage from last night, I see myself getting out of fire more often than not. I’ll try to pull a clip later that demonstrates how much leeway you can, but don’t always, get.
With the way toughness works (being below 100% means you’ll see pretty massive bleed-thru health damage), I don’t think reducing the toughness hit would help make fire less of a threat really.
Git gud. Why do you want to remove every threat to you in this game? Learn to play to win against the enemies that exist. They’re trying to kill you. They should be dangerous. The highest difficulties in the game are meant to be extremely hard, that’s the point.
Oh come on, don’t put words in their mouth. They said it wasn’t fun, not that it was unbeatable. “Git gud”, “learn to play”, and “stop crying” are deeply unhelpful suggestions to “this isn’t fun”.
Personally I find bombers insufferable due to some of the extremely vertical designs in some of the maps, most recently noticed on the sand map on a mission with a name I don’t remember. On the section with all the stairs going up and down, bombers can throw from 100 ft up while exposing a fraction of their body every 8 seconds or so, which I think is silly. Gasrats in Vermintide didn’t have the benefit of such vertical map designs with random clutter like fences and railings, for the most part. I also don’t much like how you have like .5 seconds after a bomber stops running to kill them before they shart out a grenade like COD martyrdom, which is how it happens most of the time in melee. I would like if they moved the “grenade primed” time closer to the “grenade throw” time without changing the overall time to throw.
Also, being able to hop in fire to avoid damage is also silly as hell, and I’d probably prefer the fire be tuned so that the counterplay was a bit less cheesy. Or hell, even just have them do more friendly fire. I love enemy friendly fire, it’s the funniest part of Tide games imo.
I can’t fix what he does or doesn’t find fun, that’s just preference and he is fully entitled to his. I find challenging mechanics and high game difficulty fun, I find things being extremely dangerous fun. These are just preferences. But he said it was unfair and I don’t agree with that. These are fair mechanics that are clearly expressed in the game and predictable. He said it removes a sense of skill and makes him feel cheated. I don’t agree with that either, I think the skill is in overcoming a significant risk either pre-emptively or through maneuver and target priority. I can’t see how OP means that its “ruining higher difficulties” other than to say he dies to this mechanic sometimes which makes him mad. But this is a mechanic that is well known and easily read that players consistently have dealt with for over a year at the highest levels of the game. Thus get good.
Just spam jump, you will not take damage mid air from fire
You need to prioritize fire-specials in some situations, trapper will go for reload after shot and mute will stay still after he fail charge so you can ignore them sometimes with just dodging. But flamers and bombers will push your squad hard.