I’m not talking about gold toughness here. that’s whole different issue.
So right now, just having full Toughness completely block melee damage feels like it takes away from the challenge. Melee enemies lose a lot of their threat when you can just tank through hits without any real consequence, as long as your Toughness is full.
You’ve made a game with a very high skill ceiling. I’m sure that if players are good enough, they can dodge every melee attack coming at them. But when melee attacks don’t matter as long as Toughness is up, it feels like those skills aren’t as important as they should be.
It might feel more rewarding if melee damage still chipped through Toughness a bit. That way, skilled players who consistently avoid hits can stand out more, and melee enemies stay dangerous and engaging. This would also encourage players to improve their gameplay and avoid developing bad habits, like relying too heavily on being at full Toughness to absorb hits without consequence.
If you’re concerned about new players, this change could be applied only on higher difficulties as players progress through them.
another idea I think of is adding another type of corruption
lets call it green corruption. if you get hit you get this little green corruption replacing your health. this corruption tho will slowly auto heal itself back to health overtime.
this should also give enough consequence for letting enemy hit you.
I always thought it was nice that you could tactically tank a hit if you know you’re on full toughness, for instance if you gotta lay a fully-charged smack down on a big fella. Perfect dodge is nice, but so is perfect tank
Yeah it seemed to be conscious design decision they leaned into from day 1, and ogryn leaned into it some more.
I think changing it now would be a bit of a Jenga collapse as too many things are built around it.
Certain attacks have the ability to overflow. Or had. I haven’t really kept up with all the mechanics changes. Sniper shot was one of them, for instance.
ETA: So there were two types of spillover:
Full Spillover - If an attack with this tag breaks your toughness, it deals its full damage to your health as though the player had had 0% toughness to begin with. If it does not break toughness, it has no effect. Examples: Sniper shot and poxburster explosion.
Melee Spillover - If an attack with this tag breaks your toughness, it will deal damage to your health equal to its full damage minus any damage already dealt to toughness (thereby bypassing the toughness % attenuation). However, it will ALWAYS deal at least 25% of its damage to your health regardless of starting or finishing toughness. Examples: Mauler overhead and crusher overhead.
Caveat: Bolstered toughness effectively negates both of these effects by preventing any health damage from an attack received while you are at your new, temporary maximum toughness.
Further caveat: this is all old stuff from like Patch 15 period. I have no idea how it all works now. I know they definitely changed how fire works for instance. I don’t know if there is any source of “non-standard damage” left in the game.
The way it is now also noticeably wasn’t an issue until toughness regen options were power crept with patch 13, and it’s pretty much only gone in the direction of more generous toughness gen.
FS for some reason like to go extremes. If they give you crowd control it’s always stagger, not the move/attack speed reduction.
And when it’s toughness regen it’s always like a half of the bar per tick/on use, not a proper regeneration. With regeneration you can counter it atleast with conditions like “stops on taking melee hit/dot damage”
What they need is some sort of tiers or subtypes for mechanics. If VoC refill full bar, then Chorus should just triple your regeneration. Instead of flat toughness on kill, sometimes it shoud be something like “kills on low toughness (less than 30%) starts regeneration as if you were in coherency, till you are not on low toughness anymore”.
Early beta you wouldn’t take HP damage from any source unless you had zero toughness. That made everyone a god so it was changed to the current system but with a minimum 10% damage bleed through. In release, the minimum was removed.