The removal of the temp health and the new toughness system broke the "clutch" moments?

I haven’t played enough to judge, but I feel that on the higher difficulty levels, despite generous health station system (there for a reason I’m sure…) it is critical that at least 2 players survive at any time.

Otherwise the toughness starvation and health attrition is going to kill you before you get to rescue your teammates. Sure some characters are better at this than others, but it just doesn’t feel fun anymore, just a tedious management of the constant “shield” break.

The thing that makes it difficult to pull off a clutch save in this game is not the health/toughness system, it’s the extreme number of ranged enemies who will tear you up while you’re trying to revive someone. You can’t just make some room and get someone up when they are all over a large space shooting you from multiple directions.

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Yeah, this is how I went down after dealing with the monster and a wave…fighting an aggro’ed group which magically used the door system to get me from behind. I was shot by a shotgun THROUGH a massive pipe. Ranged enemies and shooting through objects is a hill I’m willing to die on. DO BETTER Fatshark.

Zealot can heal a lot and can be clutch

Veteran has great shield against ranged damage and great ranged himself

but the game is definitely unfavorable to soloing

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THP was a design failure that should have never happened, at least the THP regeneration. Getting it through ultimates was decent enough, but the possible regeneration broke Zealot and the community by getting worse in higher difficulties or by crying about anti-horde weapons because they negate precious THP.

If Fatshark had ditched all THP for a weekend, most people wouldnt even be able to beat legend anymore. That would have been a huge increase in difficulty, if people would only be able to heal with items.