You don’t play to utilize the talent, the talent is utilized when you are playing. Theres a difference and while you may try to hijack that fact with ‘well i think its a minigame’. Youre trying to make a square fit a round hole. Youre trying to justify something that only exists to you. You don’t actively use Exhilirating Takedown. If you play like a wimp to use Catch a Breath you are doing your team a disservice, its for topping toughness up between fights/before entering and to slightly helps vs ranged.
The mini game element you are stating exists, when it categorically doesnt doesnt, is getting a headshot. This is what you mean by ‘minigame’. Your builds either gets Headshots on Vet, or it doesnt. Thisis basic gameplay, not a mini game. You are conflating the 2 to suit your proposals, which in turn only beneft the way you think rather than the game. I honestly think people with this arguement use it to alleviate their skill/lack thereof in certain areas, but I wont go into meta balancing here.
Catch a breath is Garbage when you could picka meaningful talent like Charismatic or get Back in the Fight. If you can’t stay in Coherency to regen your toughness holding block, its a simple crutch talent to topup toughness when other means arent available. Charsmatic will also give you more ammo and more TDR radius on top of more toughness regen from being able to stay in 4 Coherency much more easily. Im also bias as I go out of my way to target SPECIALS asap, which means having to go out of position to stop the nade/trap/dog launching. This is getting into skill and meta balance however.
Passive toughness won’t save you. We all know that and the various excuses are quite funny. Both these picks will complement certain builds and certain playstyles different, just like Longshot, which if you are prioritizing Specials like you should be and 95% Vets dont, you’d be able to tell the difference on any weapon that Isnt Bolter/Pg. The different between Catch a Breath and Exhilitrating takedown is skill (aim), Lasgun type vs Boltgun type builds and playstyles. Catch a Breath is easier, and requires no thinking ( the mini game to use your terms is not getting hit in melee. Thats literally the actual game. Not a minigame. I can’t believe this is the input for balancing Havoc, and is why I will offer counter percpective). Catch a Breath is up constantly when the ‘minigame isnt deactivated’ aka you’re playing Darktide… Its therefore better for Boltgun/PG type builds which are more susceptible to Ranged chipp damage becauese, get this, They dont benefit as much from Exhilirating takedown as much as the other Vet weapons. Funny that. Almost like Somethnig is balanced around a mechanic you are refusing to accept and all builds and weapons have their pros and cons. Hmmm.
Exhilirating takedown is never on or off, its dependent on headshots. Thats it. Its not a mini game to get headshots. Its playing the actual game. Stop conflating the 2 to suit your balance ‘needs’ or come up with a better arguement. The drawback that it requires aim is rewarded with 30% TDR. I personally don’t think about this, its up, or its not. I’m not stupid enough to micro headshot management intentionally to keep 30% TDR which isn’t much. You die in Havoc because your teams actual coherency is bad and you’re overrun, or you get oneshot by being out of position, or a boss rampages you. Also, ET allows you to better judge how much dps you can do in relation to how many headshots you can get. I know if I’ve picked a few shooters off 9with headshots) and there a shotguner blob or Gunners, I can more safely (or not depending on AIM) remove them from the field. Again, balanced by what my team is donig and if they are enabling this, or I have to go help them out. This is the teamwork dynamic and it works both ways for each of the 4 players in a match AT ALL TIMES. Catch a Breath requires no input, just ‘dont get hit’ in which case its a useless minigme. See what I did there? See how silly it is to balance around this.
You say that its a dangerous game to dodge melee hits while shooting but that is the point of Vet in many builds/playstyles to utilize Reciprocity and why they get multiple sources of Stamina regen and blocknig is so effective in general. The skill is in judging what you can dodge. Thisis individual skill AND situational awareness to get the most out of Reciprocity. Is intuitiveness rearding team and the AI director also a mini game? What isnt a minigame? This logic is beyond pervasive. On the other hand, if you have aware teammates that can identify you are killing specials whe they come into LoS for your team, during a melee, therfore regularly reducing your Shouts cd, they actively support you. Which defines this as a player issue, not a statistical ‘data’ issue.
You are lobbying for something that works perfectly well and synergises with vets kit AND other people enjoy. Because ‘data’ which can very easily be manipulated.
Don’t get me started n using scorebaord examples to balance. Thats de facto not how balancing is or should be done. Good game testers are becoming harder to get data from for Devs, but that doesn’t mean outsorucing to community is a good idea except for Obvious things. Longshot cannot be statistically measured, nor player utilization. The ONLY question in this vein regarding balancing is not of any mathematical pivot point, but who should the game be balanced for, mediocre or higher skill. How much can be utilized and leveraged appropriatly thus defining the metagame. The current metagame is for most players to drop them melee weapon for 5 secodns to take a special kill. Instead, for thse 5 secodns, why don’t they go cover someoen who can kill the specialist more efficiently AND have a good chance of it enablnig another Shout for +50 shield. The scoreboard is the answer, and people who are not teamplayers. And that has always been the issue with community balance. I want and Need vs what actually is balance. What mechanics. What ceiling to base it on, etc etc.
When balanced around mediocre knowledge, we risk losing the nuance that contributes to making this rgeat game infinitely replayable as long as the playerbase understand how other peoples classes and builds work.