yeah, in v2 you dont do that for sure
Itâs a different game and not made to be as easy to carry. Thereâs clearly a deeper focus on coop in the design choices.
I want you to show me how easy you carry on Cata. Shout to me, I will get my group. You will join us, we go to Cata, die once or twice and you will show us how easy it is to carry.
Nerfing players does not put a deeper focus on co-op, it just nerfs players. If your team is good, you win, congrats. If your team is bad, itâs now harder to carry. This isnât even the main point, the point is the combat feels like crap compared to VT2 and the player is artificially pigeonholed into no-win situations. You canât incentivize teamplay by making your skill matter less, you just end up with the skill ceiling being lowered.
EDIT: And again, this is me purely talking about melee combat. I have no inherent issues with the other ways the game is harder, such as dangerous ranged enemies, elites that are super tanky and hit like a truck, less self-sustain with toughness compared to temp HP, etc. Difficulty is fine, making the game play worse is not fine.
âThe intent is to create a loop where players use talents, abilities, coherency, and traits to regain the safety of full toughness while gaining reduced damage along the way. All that said, we will continue to balance the experience over time and are just getting started.â
- Removed minimum bleed-through of 10% damage regardless of toughness on melee hits. 100% toughness now blocks all damage. Damage reduction based on toughness at the time of strike (So at 75% toughness, the damage is reduced by 75%)
Looks like chip damage is being kept if toughness is only reducing damage if less than 100%
Seems like a fair compromise
Iâm sorry, what was mean about that?
He reminded me of a very old game from my childhood. Whatâs the problem?
Edit: Oh wait, itâs you. You made a new account.
Back on mute you go. Gonna report you for trying to dodge mutes, too.
Itâs not a solo game, so stop worrying about carrying? Play as a team and win.
If someone is in a carry situation then they canât play with as a team because their team is dead. You canât just magically âplay as a teamâ and suddenly keep players from dying and ending up in a carry situation.
Then practice and get better. Seriously, stop expecting to play Damnation level without putting in some effort.
I want you to quote literally anyone who said they wanted to do that.
Point is, if youâre not good enough to play at a given difficulty then practice and get better. Yes, it is that simple.
Yeah, I want to jump into a game with a handful of people who seem to have a problem with me. That sounds like FUN.
So now youâve jumped from âplay as a teamâ to âdonât play if you canât carryâ lol
No, the point (that you are missing) is that it is a very fragile system (toughness breaks instantly at high difficulty, maybe give a try to some mission above Malice) and the chipping is not helping to reinforce it in any way.
THP in Vt2 gave you a numeric value to know how critically close to death you were.
Here toughness is not very useful (well not if you are at 100% now).
Also, it is described in a completely different way in the tutorial so it is clear it was not intended to chip through.
Why am I tryin to explain it to you given your last three posts were basically âhuehuheuhue gid gudâ I have no idea, but the point stands.
This is the perfect change and what I was hoping would happen, thankfully they decided to test out a change and hopefully more players enjoy the change, i know will
Donât be dense. He put up a scenario where everyone of his teammates were dead - of course that demands you carry for a moment at least.
I know damage bleeds through toughness. What you seem to miss is blocking and dodging means you wonât get hitâŚ
Except that dodging has been nerfed into the ground, to the point that avoiding damage is nearly impossible in many situations. Iâd probably agree with you if not for that.
Looks better for sure will have to play a few games to see how it is. But tbh I would rather bleed through be completely removed and just give less toughness.
Welp, they did literally exactly the thing I suggested as a compromise. Though theyâve also cleaned up how interrupted you are when you get hit, which is great. If youâre stacking toughness and toughness regen and mostly taking sporadic hits this change should make a pretty huge difference to your sustain.
Really glad they held tight and didnât throw the whole system out. Incremental change is usually the best approach. Iâm sure thereâll still be some very mad people for a while, but I predict as people get used to the new more forgiving iteration the complaints about chip will largely go away.