Why chip damage promotes healthy skill expression and all the reasons why removing it would cause a balancing nightmare

Ok so far from what ive gathered this live bug only applys to anyone who has toughness more then 100. That being said as someone who has been playing with 100 toughness this balance change feels really good. Basically its 1 free hit in melee anytime you get toughness to max. This also applys to any of the elites or bosses. previously very strong hits including mauler and crusher overhead hammer and plague ogryn hits will be completly blocked. I lose my whole toughness bar from those hits but take 0 damage because i was full. As soon as you start taking hits below max toughness bleedthrough starts based on the bar. It seems to be a good comprimise between what it was and completely removing it. Once its fixed i cant imagine people would still complain about it.

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well i thin chip damage as it is now is still a problem,
its better than it was but enemies can still appear behind you with no audio que,
in these cases you cant avoid the damage and its not skill based.

no onto what you posed

  1. health stations
    yes they would be less viable but lets face it on lv1-2 they are already rarely used, and in later difficulties more specials spawn that can cause your team to suffer greatly.
    i feel health stations in lv3-5 missions serve as a place to lick your wounds, theirs no way not to lose health in those missions even if chip damage was removed, and seeing a teammate go down in a mass of enemies sometimes you cant kill everything first, as such you will always take damage, so this is a non issue.

  2. back stabs
    as you said assuming the audio queue is perfect every time and they always give you enough time to react to them. this just isnt the case.
    was in a mission today, the outdoor one was running threw an open area and suddenly got back stabbed, i didnt see the enemy at all around the area and i didnt hear anything and my music volume is set to low. in a perfect situation i can see this point, but but as i bold’ed above, the issues are assuming / perfect every time / enough time to react , sadly its not not even close.

  3. toughness regeneration.
    as another player already stated you can set it up where as Toughness acts as an extention of your health,
    so as he said
    (You have 20 toughness and 100 health and you eat an attack that does 30 damage, you are now at 90 health.)
    this isnt an issue as most of the time getting hit does more damage than you gain in toughness when you connect with a melee strike. also you can still be shot wail in melee by other enemies so ya thats a thing.

  4. health packs
    much like your health station comment this is a non issue, on lv3-5 missions they are necessary and you do need to use them, even before toughness bleed threw was a thing. the fact that healing made it into 2 of your list in makes me believe you havent played much on lv4-5 missions.
    i know you claim to play on them and claim to beable to solo them, you have also said you dont take curios that give wounds as its an unnessasary crutch and its doesnt fit your playstyle, which is good in all but not everyone can do that, and many find it unfun. theirs no such thing as prefect melee movement eventually you will get hit and then downed and with no wounds you would have to be rescued, this is the case for many of us.

  5. health bonuses on curios
    ok so when the toughness bleed through became an issue i change which curios i use, and now im running mostly health curios to try and mitigate the toughness bleed through. so in a way for me, toughness bleed through has reduced my options of what i can bring to be viable on lv4-5 missions, this isnt encouraging build diversity but restricting it. some may have differing opinions but some i know agree.

.

that all said can toughness bleed through work?
yes, i just dont think so in its current state,

what i would change.

  1. at 100% toughness 0% bleed threw (just as it is now)
  2. as toughness goes down so does your resistance to a point(80% toughness 20% bleed threw)
  3. bleed threw can never be more than 50% damage(30% toughness 50% bleed threw)
  4. bleed threw can never reduce a players health under 5%(cannot be killed threw toughness)

thats how i would change toughtness

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You my dear Sir are hereby Goated in this thread in my eyes.

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I’ll add that bleed through start after base toughness (flat amount before applying curios) is reached because if not there is no more disavantage than benefit to equipe +toughness curio as it will be more difficult to reach max .

As is I’m being forced to remove my 3 mastercrafted curio with +toughness to be able to survive… that bad desing

Yeah, chip damage works like a charm with Grimoires, clearly a very well thought and balanced mechanic.

Remove it, it’s utter garbage.

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