this is just a question but im curious about peoples thoughts on the fact that increasing amounts of dmg can hit your health through your toughness without breaking it. from my perspective, it just makes playing zealot and ogryn and really anything melee focus the epitome of not a good idea because your only going to slowly get shredded in big enough hordes unless you can keep that toughness maxed out with likely 30.5% curious, full coherency, and as much toughness dmg reduction as you can get. really it just feels like it kinda ruins a whole side of the game and isnt something that needs or even should be there unless there is a way to properly heal it back that isnt total dogshit or reliant on dying first (holy revenant im looking at you…)
It really doesn’t present much of an issue for Zealot and Ogryn in melee hordes. Both have good ways to quickly regain Toughness in melee and with decent play shouldn’t be being hit by melee mobs a heap to begin with. It only really hurts if you take a melee hit right after having your toughness shredded by ranged mobs. It still lets you frequently fully tank melee hits, even overheads from crushers, and I think that’s very powerful on its own.
So yeah it’s something you need to adjust to somewhat if you’re used to over shield mechanics from other games but I don’t think there’s any issue with how it works currently. I’d be opposed to any changes that make melee mobs even less threatening when they’re already rarely the run enders.
You’re still getting a big damage reduction if you’re not very low. I really don’t find it an issue as either of the melee specialists. Or even as Psyker since their stamina stats and mobility on a lot of weapons makes avoiding consecutive hits probably the easiest of any class.
Not a fan.
If you aren’t at 80%+ toughness, you lose a good chunk of toughness AND health.
The less toughness you have, the less protected you are so. it’s really counter intuitive
Reminder:
This used to be not a thing at all and the tutorials still don’t talk about it.
Originally, as long as you had toughness it served as a buffer against any damage until depleted. This was changed at the end of the open beta and there were big discussions about it then. They sticked with their decision, though, so this is it.
Damnation player here with 400 hours in.
I like the way toughness works but it needs to be better explained ingame and something has to change about the break stun.
Its an non issue and I really think you would never die in melee combat if chip damage did not exist.
You can already do some stupid crap like tank elite overheads at full toughness, you would have died with most characters in previous game doing that.
Zealot and ogryn also have so many ways to keep their toughness topped up that an occasional melee hit should never be an issue.
It was a weird adjustment from temp HP to the Darktide system, but it isn’t a problem outside clutch situations on some classes. There is a reason why the game has healing stations everywhere and respawns are far less punishing than in VT2.
I don’t like it. It’s caused me to completely ignore toughness for a long time as a result. A friend argues it’s better because it regens, to which I say what good is my regenerating shield if it can be stripped in an instant by the right type of damage, doesn’t protect me against corruption, and the death system works on wounds where if I’m even a little over the last line I’m done?
It can work, but if my toughness is stripped, or if I’m taking damage through toughness, or my death point is at below 50% hp I’d rather have more actual health at that 50%, when my toughness goes down, or I get tickled through it.
I run 3 curios 52% toughness with 90% faster regen and a bit of stam regen and other stuff on my zealot.
Having a lot of toughness feels like it stops a ton if bleed though damage.
I feel way tankier than when I use extra HP or wounds.
Main thing it really helps is getting to a fight and having extra toughness on kill is also great.
I quite like the system since getting extra toughness helps a ton closing the gap with gunners and forces you to be extra careful in melee since just one hit is all you get before you start taking some real damage.
If it was no bleed though with the current melee damage to it you would never ever take damage in melee in malice and get like 1-5 free hits you could tank in damnation.
hmm so i think i see one opinion that when it comes to pure zealot and ogryn melee combat at upper levels, there is not too much concern because good curious and a good build keep your toughness at 100% and stop the chip dmg. i also will say i can understand that it is good in a way for stopping vets from being able to tank ridiculous amounts of melee dmg by ensuring they stop their toughness from getting broken leading to armor gating like anarchist in payday 2. i also will say tho that that can be stopped by making psyker and vet just take increased melee toughness dmg and perhaps still keeping that any dmg past the breakpoint of ones toughness gets applied straight to your health so if you have 50 toughness than take a 100 dmg hit, you will take 50 dmg and have your toughness break. that way it means you dont have little shits run up behind you from a fcking corner and slap your ass taking like 10 hp or 15 hp and means that you can at least get a better chance to revive downed or dead teammates if at 1 hp because you can at least take like 2 to maybe 4 hits before you have to take that health dmg that would kill you unlike now where for example, i had a team that was so new it hurt quite literally with each running off by themselves and dying for it while a beast of nurgle was eatting MY nuttsack with me being a vet only for me to burn through all my mk Ia lasguns ammo cause carapace armor hurts against unrolled lasguns with no blessings and a shtty useless perk with me eventually killing it with a fcking shovel only to then have me left at 1hp cause fck the beast of nurgles corruption with me seeing them surrounded by dudes and killing most of them but than one single nurglite tickled my ass cheaks and i died even though i had my full 200 toughness.
basically i think it really should be done away with and simple have ranged classes get hurt more by melee to encourage them to fight with ranged weapons primarily since the current system is annoying, deceptive, and unintuitive and just hurts the experience more than helps it.
This is hardly objective. Is it unintuitive? Sure, and they should definitely fix the tutorial giving incorrect information already, but I read how it works once and immediately understood it. It’s not that complicated and I find it actually a rather clever and elegant way to do a shield mechanic. Not annoying or a detriment to me at all.
Your suggestion is barely more transparent or or intuitive than what we have.
And the current player base is already adapted to what we have, and we know it basically serves all the functions it’s supposed to.
So perhaps instead of arrogantly trying to change a system you’ve clearly not spent that much time with, you yourself actually try to adapt to what is here.
No you didn’t. You have 100% damage reduction at full toughness. If you had full toughness you definitely did not die from a single hit. You were either hit by 2 attacks in quick sequence OR you were just mistaken and did not quite have full Toughness.
I run 2 toughness curios and 1 +3 stamina, help with skirmishing because you can move more freely and you can res the veterans without needing to kill everything around them first.
I’d like it more if it only happened on strong attacks from specials.
I don’t mind it, if you had to waite until toughness was 100% depleted then you would nearly never take a hit in a hord battle. Even now you usually only take damage if several ennemies manage to hit you at the same time or versus ragers, otherwise you can often kill a few ennemi to restor your toughness.
Only thing i can suggest for this is always assume something is behind you and act accordingly. I shift to my back often with my guard up in damnation to block the inevitable strike coming my way from my blind spot. Whether fatshark changes this I’m not so sure they will but it can be frustrating if you’re not used to blocking behind consistently throughout a match. Once you commit this to muscle memory you will be much better off.
Thoughts? Thoughts?!
It’s one of the signs that the game is broken and does not work.
You could always just kill the veterans yourself…you know “Blood for the Emperor, Skulls for the Golden Throne!”
For me I like it more than TempHP to be honest. Its a good system in my view that allows players to take a little slap on the cheeks once and a while without it ruining their whole run. This is nice because of how often the enemy ends up coming at you from surprise places and the server decides the audio sting wasn’t necessary.
As always the trick is to not get hit.
I would if I could, their survival time is too low in general. If a yellow barrel is nere a ledge though, you’ll never know!