Suggestion for wounds change

I had a thought. The wounds stat could be made a bit more interesting with something like this;
Say each wound block is worth 50 hit points (this is just an example), you take a hit for 30, and now that wound block has 20, but then you take a big hit for 40 damage, but instead of emptying out 40 hit points on you, it removes the 20 damage from that wound block and mitigates the other 20. Another example, you’re getting shot by a few gun guys, each hit does 8 damage. You get hit 6 times, so now your wound block only has 2/50, and then you take another 2 hits for 8 damage each, but it only mitigates 6 damage from one, and you take 8 damage in your next wound block.

Make sense? Thoughts? Would make Ogryn a bit more tanky since they start with an extra wounds. Would make wounds more interesting as a stat since survivability would increase in some way, but wouldn’t be too overwhelming or game changing because you probably wouldn’t notice this if you’re getting hit by several sources of damage, but that varying amount of damage mitigation would help in the long run for people who need that extra safety net.

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Well, that would really boost survivability and kinda weaken hard-hitting enemies (like Sniper/Crusher).

Not sure that the current state of the game requires changes to lower gameplay difficulty.

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The way I see it, the options are no one bothers with wounds, or you do something with it that makes it more useful and worth picking up. It would make the game easier against harder hitting enemies, sure, but it would have almost no affect on enemies like the gun horde that have 3 shot bursts and don’t do much damage per hit, and I often find them more of a problem than any elite.

cough* exp and curio dropchance

You may as well just remove wounds then, because all that’s arguing for is not even bother using it and ignoring it completely as a stat, which I don’t think is all that helpful.

Some players use it to be able to survive an extra downed state, which is more noticeable at Heresy+

Some not finding it useful at all.

Well that’s the way it works now, I’m just looking for some extra function here because ideally you will never get downed, therefore no one uses wounds if they “learned to play”.

are wounds, kinda bad`? obviously, but its not like they do nothing, and some player do run them occasionally, but imo the way you want to improve them is also quite complicated, i feel like these secondary stats should be easily understandable.

maybe have a class in the future that gets invulnerable for a couple seconds whenever a wound is depleted, then it would be power stat.
there are many ways to create combos and dependencies, in the future.

It could be explained better, I’m sure, I was just throwing out the basics to see if it had any potential.

Also snipers could just be made to shoot a little bit faster, and giving less warning that a shot is coming. That would offset their loss of damage potential with wounds mitigation. Crusher could be given more health to compensate for their slower movement and attacks.

Also need to consider that there will eventually be another difficulty above Damnation, too, and like I said before, I find the smaller shooter guys to be much more of a problem right now.

ExP would be useful if curios could be equipped earlier in level up and early game curios had higher chances of rolling it. But right now why bother?

Not true.
I see people running wound curios all the time.
It is completely fine for wounds to work the way they do now.

We have 4 options (stamina, toughnes, health, wound), all of which have different benefits.
Wound curios can be quite useful when stepping up to a higher difficulty, where you default number of wounds gets reduced.
Yes, getting better at the game makes extra wounds less important.
But not being as good at the game, makes extra wounds more important.

Bad idea.
The warning is already too late in many cases due to server lags.
You would make sniper shots basically unavoidable.

Ok. If ever there was a reason why people don’t bother posting suggestions, it’s because of people like you who have zero tact.

You based a suggestion on something that is not true (“no one bothers with wounds”), and made an other suggestion, which would increase an already existing problem (shorter timeframe to dodge sniper shots).

I simply pointed that out and explained the issues with your suggestions.

Everyone is free to post their suggestions, but the moment you publicly share your ideas, you have to expect scrutiny.
I think if you had thought about your suggestions a bit more, before posting them,
you would not be in this position now, where you complain about someone being tactless while pointing out issues with your suggestions.

Awful excuses for poor manners. Ignored.

I like the way wounds are now. They are a great indicator of someones skill from tbe beginning of the match. I love seeing someone with 3 wounds because i know i get to watch them go down a bunch of times and make my game more fun.

See I’m the opposite I run one wound because I constantly have people in heresy+ with no wounds going down constantly. I usually am the last standing in most scenarios. I honestly wished more people ran at least one wound on damnation.

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I definitely wouldn’t be opposed to some kind of wound tweak. People definitely use wounds, but the higher level of play you get into the more they’re seen as a crutch for newer players and avoided. That’s not to say that having a crutch stat is a bad thing, but there’s no reason to resign them to being just that when they could be re-worked to be useful for everyone.

Also don’t dislike your idea for buffing them, but if they didn’t want to change how they work, I think they could keep them exactly the same and make them way more useful, even for players who currently see them as a crutch stat, by making them a sub-stat on curios instead of a main stat. This would also be a sort of alleviation of RNG bloat, at least for curios, since you’d not be dealing with 4 main stat curios anymore.