Toughness rework idea. To make curios a little more useful

Okay as far we know 100% toughness 1 hit = 0 dmg
But what if … 100% toughness based on default amount of it + curios with toughness = more breathing space to get hit?
So lets say you have 100 toughness by default… but curios u have add extra 50
You get hit with 25dmg have 125 left and next hit also wouldn’t cause you to take wound damage.
Yes I’m quite aware it’s not perfect idea but everything can be balanced and tweaked to some degree for each operator.

Otherwise toughness curios are less worth than having other curios. I would like to hear your thoughts out to make them better and not make sharpshooter OP with my idea.
On lower difficulties I’m not sure how it will affect the gameplay, as it all boils down to individual skill and preferences. But so does my idea after playing mostly games on Damnation where everything is mortally wounding.
Lazy solution… Boost other operators except sharpshooter toughness by like 50%

Or you know… both could work too in a way.

Increasing toughness already has the effect of reducing chip damage because enemy attacks don’t scale to how much toughness you have.

Secenario 1: 100 toughness, get hit twice for 20 damage, first hit only hurts toughness, second hit does 4 damage bleedthrough

Secenario 2: 150 toughness, get hit twice for 20 damage, first hit only hurts toughness, second hit does 2-3 damage bleedthrough (depending on rounding)

But yes, the scaling for that is a little bit whack.

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