Seriously, it’s like I’m playing a completely different game with gold toughness enabled. Everything that normally is supposed to hurt a whole damn lot just does… nothing to you.
I really think this mechanic just needs to be removed entirely. Gold toughness shouldn’t provide full invulnerability and should just work exactly as normal toughness does.
it actually didn’t have chip damage immunity initially. dunno why it needed that, if you just got hit with an overhead or a pozburster you should take damage.
That’s not chip damage, that’s direct damage. Chip damage is the damage getting to your health when you have any toughness based on the percentage of toughness you have left after you get hit by melee. Barrels, flamers (who are just walking barrels), flames, bursters and snipers do direct damage to health even if you are on full toughness, and I agree that yellow over-toughness shouldn’t negate them. I’m more inclined to think it’s more a bug than working as designed (memories of the toughness bugs veteran had if they had more or less than exactly 100 toughness returning).
Gold Toughness is extremely powerful and it almost feels like griefing when you don’t bring it to a team comp. But it also makes the game really boring. I love the idea of it because it’s a lot more interesting and integral to our survival than giving us temporary HP again like in Vermintide. I just don’t know if I like how easy it is to obtain.
It especially makes Voice of Command one of the highest value abilities in the game. Infiltrate and Executioner’s Stance both feel like griefing in comparison. Understandably Chorus on Zealot isn’t always as popular due to it being a channeled ability (but Stealth Zealot still feels like griefing).
I don’t know what else they could have done to make Gold Toughness less of an on-off god mode switch without completely overhauling Toughness into something else.
They should not have ever added it. Unfortunately, they cant just remove it now. It would anger too many players. I say it a lot on here, but i dont think Fatshark really knows what they want to do balance wise. They seem to just introduce way too much power to the players without ever considering how it will impact the difficulty (usually the changes make the game even easier)
Those aren’t connected though. I said you’re immune to chip damage which is true. You don’t lose any HP when taking melee damage, even the hit that loses your gold toughness doesn’t chip your HP.
And then on top of that you can avoid spill over hits altogether through the same mechanic, gold toughness being turbo training wheels. They are 2 levels of baby protection on the same overtuned mechanic and I think both elements ought to go. Gold toughness should be strictly a TDR.
make it an instant toughness refill to 100% with additional 5 seconds of auto refilling from the amount of damage you might still take from the beating you’ve gotten yourself into.
if you take severe damage at second 4 it would only reach till maybe 60% coming up from 20… something like that.
lets you out of a pickle and retreat behind a corner before getting stomped instead of having a YOLO for the emprah home free button.
Tbh, I will surely shock others but I feel that gold toughness should not be shared to the entire team. And it should not last half the time of the cooldown of VOC.
10 seconds would be good in my mind (instead of the actual 15s).
Make toughness as it was on launch - just HP shield and we dont need yellow toughness
Make dmg reduction talents apply TO ALL health not just toughness (with exception of veterans 75%+ )
And then change the yellow toughness on zealot and vet to dmg reduction with same duration
i’ve posted a thread about this before, but i think there’s also a problem with the fact that the effect of “tactical awareness” is too strong, allowing the spam of voc skills. if there are two veterans in the team with “duty and honour,” the team’s health bar is almost always yellow. this is just ridiculous.
the zealot’s “invocation of death” effect has changed, but when combined with “picious cut-throat,” the skill cooldown ends in about 10 seconds at the fastest, and on average, in about 15 seconds. in other words, you can trigger chorus every 15 seconds. i don’t even understand what this means anymore. it’s harder to get wiped out with this setup.
lately, the game has become too easy, and depending on the skills and weapons my teammates use, i’ve had to abandon matches, to the point where my motivation has dropped. if there’s no balance adjustment in the year-end update, i might have to leave the game.
Zealot CDR nodes have problems
Shroudfield players can benefit from 2 CDR nodes, critical builds from 1 and others none. I cannot count martyr’s purpose as a CDR node.
Honestly I think it would be best to just rip the bandaid off. People are gonna be butthurt as they are about every change but it would eventually settle down.
I think a lot of this comes from bugged (?) special spawns, the double and sometimes triple conjoined spawns are still a thing and seem worse lately. The endless stream of specials, the clown-car is very common and has become my default assumption.
so is 3 soundless poxbursters insta wiping half the team
So is 3 tox bombers coating a literal entire tile full of pox gas
So is a sudden wave of 15 ragers melting your entire HP bar.
I feel Golden armor is a bandaid fix to the fact that people (like myself) play this game with rando’s, and sometimes I like playing my Psyker without the fear of god in me that a single pox burster from the 15 sent my way any given second won’t just delete 50% of my health bar. A shout vet/chorus zealot makes me a very happy warp thingy, and suddenly makes some of the most egregious of directors actually possible to complete for a band of literally strung together rejects.
Though yes, in a coordinated team of four people just back to back spamming golden health for all, it trivializes the game. But, I hate to say it…you’re a coordinated team at that point, if you want difficulty, play NOT that xD. I know of many, many, mAANny quickplay matches where not a single individual has brought golden HP. It is quite the different game, and liable to immediately lose to the things above.
But, I will say if they get the director under control, then yeah by all means. If just 1 tox bomber can spawn at a time and same with poxbursters, with the rest filled with other specials, by all means. But right now, that is NOT the case, and I like having a tool to actually combat that that isn’t just ‘accept defeat’.
Well, ability as is okey, problem with ability cooldown boosters, such as killing elites / specials -5% cd (higher difficulties - more elites / specials to kill, faster ability CD). It’s just slightly unbalanced, but again, none force you to run it. WE ALL SHALL BLAME FREAKS FOR IT! GOD-EMPEROR HATE PSYKES, SO SHALL WE ALL!