Toughness on kill not scaling with enemy HP

Why tho?

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That’s weird. It doesn’t have to be like VT2, but it seems logical that killing elites should reward you more, in the same vein as the temp HP on kill talent in VT2.

Now that I think about it, we don’t have any options to get toughness back on cleave or stagger either. So I guess the Crowd Control specialists can just get f-d or whatever.

Edit : the Ogryn gets toughness options on Heavy Attacks

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I’ve really noticed this when playing Zealot, especially in situations where you try to pick out a specialist in melee or when taking consistent chip damage from enemies inside an Ogryn.
Doing anything but hordeclear in melee seems like a recipe for getting toughness broken by ice-skating poxwalkers.

I’ve also tried going with the Crusher on Zealot but staggering everything in sight isn’t very rewarding, nor time-efficient, especially if everyone needs to clean up after you

The Crusher definitely emphasizes this problem with its focus on crowd control, pathetic damage, and minimal cleave. It doesn’t feel great to control a horde or focus down an Ogryn with it only to go from 8 Toughness to 14.

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You basically get 5 on kill on every class but vet, who gets 7.5 to be able to fill the completely reasonable and balanced 200 base toughness quicker. If you can catch em ever forced to melee with the invisibility, I mean camo perk.

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Imo out of all the thp talents they could have copied to bring over to Darktide as a universal toughness regen for melee, they chose the worst one. They could have just chosen thp on cleave and be done with it. That talent at the very least does not have any glaring synergy issues. On kill also incentivizes kill stealing and makes others salty for it.

So far I’ve been reluctant to bring that up tho, as there is a very vocal crowd against any change that might make this game resemble VT2 for better or worse.

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Does anyone know if the amount you get scales with Max toughness increases or the +15% toughness regen curio perk?

No, it’s 5 flat for everyone except ranged vet, regardless of enemy type. Regen helps you regen it quicker out of combat with coherency only afaik. It’s super frustrating on zealot, and just further incentivizes ranged spam, which is already the predominant tactic regardless of difficulty level.

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It’s really hard for me to not get cynical with design decision like this. It literally feels like, FS did their utmost, to mitigate any form of player self sustain. The worst thing is talking about self sustain also gets you in hot waters, with people preaching the teamplay gospel, around here.

Toughness gain scales based on your maximum toughness your character has. There are plenty of things to increase toughness gain. Blessings, perks, talents. But pretty much the more you kill the more toughness you gain.

Im pretty sure it’s 5% of your max. toughness per enemy kill.

And if weapon is crowd-control oriented it has blessings to provide toughness gain from crowd control.

Interesting - thanks for the info and good to know as long as it’s true.

Fine if that’s the case, but considering how few people will actually ever see such a blessing in the store, the critique being voiced here is more than fair. Sure this could be framed as an issue of the RNG store, but if the game doesn’t make most players aware of the existence of such blessings, then it has truly earned itself the criticism no matter the underlying cause.

I mean you’re kinda right. For now we literally have zero control over our blessings therefore screwed in a way… but when rebels function would be available things are likely to be in a better spot.

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