Until death is pointless. What’s the point of surviving with 1 hp for 5 sec if you will die from litteraly any ennemy that tickle you anyway ? After you survived, you stay at 1 hp, so the slightest chip dmg will kill you.
In VT2, Zealot’s passive makes complete sense because temp health 100% work like health and aborb all form of dmg : But Toughness doesn’t do that. Instead, it lets a ton of small amount of dmg constantly go through and make you lose ridiculously small amount of hp : It’s not an issue in most case, but for Zealot, it breaks the class entirely
You’re supposed to still be agressive with low hp, with dmg stacking when low hp, atk speed when low hp, a passive that prevent deah… but you can’t play at low hp because you’ll just die from a mosquito bite as soon as you step in.
Zealot makes no sense with this feature : One of these two things need to change, because the two don’t work together
You’re not the first to notice this. I posted here about the same topic , and it was previously posted about in a broader sense here .
It’s a very silly design choice, but beware that some people will argue that Zealot is meant to be played at HALF health with only some of his buffs active, and until death and the most powerful versions of his buffs are merely emergency stopgaps at low health until you can heal. I think that’s objectively less fun and probably wrong, but they will argue that.
Aye, this has gotten me killed several times by dregs through full toughness. This is especially annoying since I can’t always make out the backstab sound through all the carnage.
The chip damage is also strange for the achievements that say that you cannot take damage. I have never quite undertstood why I take some damage and just thought it was a bug. Is not chip damage a bug?