Hmm? Toughness-penetrating attacks have remained the same since release iirc. Only the flamer mechanic was changed but that was ages ago, well over a year I think.
Snipers, mauler & crusher overheads and burster explosions. That’s it. Other than that toughness has always worked the same way:
- Ranged can only hit health after depleting all toughness
- Melee will dmg health by your remaining % of toughness. If an attack deals 80 dmg, then:
- At 100% toughness you’ll take only toughness dmg, no hp
- At 80% toughness you’ll take 16 hp dmg (20% of the attack)
- At 0% toughness you take the full 80 hp dmg
This survival mechanic imo is a massive improvement over what they did with their previous game. Both VT2’s temp health (THP) and DT toughness mechanics revolve around player performance: the less you get hit & the more enemies you kill, the more resource you’ll have.
Difference being that with THP your baseline is zero: Your total health is always limited to 100% hp, so at full health you can’t even get THP. THP decays quickly so every fight starts at 0 THP, unless you rush. Which ofc means the whole system strongly encourages rushing, leaving coherency, and risks in general. (VT2 didn’t have coherency but the idea is the same: staying with the group)
With DT’s toughness however your baseline is always 100% regardless of your health. And since it generates automatically in coherency, every fight starts with it stacked. This system encourages the opposite behaviour of VT2’s and imo feels far more fair and consistent in general.
Changing melee toughness dmg to work the same as ranged would be a massive buff to players. To keep the game even remotely balanced they’d not only have to significantly buff the enemies, but also nerf/rework most of the toughness talents. And all that work & resulting bugs away from other development for… what?
There’s a reason oggies have the most ridiculously powerful toughness regen talents of any in the game. Their first top left set gives them 20% tgh per melee hit, on top of the usual 5% tgh per kill. They also have ~2x more hp than the rest on avg, far more +tgh AND tgh dmg resist via talents than others, the FnP keystone, AND have an inherent massive stagger resistance while dealing massive extra stagger & cleave compared to others.
tldr; Oggies are literally designed to facetank hits and not even feel it, provided you get a few swings - kills or not - inbetween each. But even with all that they still revolve around the same core mechanics as everyone else: If you can’t dodge & hit the enemy more often than the enemy hits you, you’ll start taking dmg. That means you’re making mistakes.
The rules ARE clear and have remained the same throughout Darktide’s lifecycle. Ragers in particular were designed to be murderously dangerous in melee. If you let them get close & start swinging before killing or staggering them in time then you made a mistake. This is especially true as an oggy, which by default is easily the best class for dealing with multiple ragers in melee. A vast majority of builds on any other class would already be dead at that point, and rely instead on maintaining distance before its too late.