This, for some reason dodges breaking melee tracking seems way less consistent than it did in Vermintide, I've had plenty of times where I'll dodge slide backwards away from one or two bruisers and they will slide right along with me and hit me anyways
@@voidyll5582not just bruisers. Often on my combat knife Psyker with max dodge distance I'll dodge at the beginning of a Mauler overhead and somehow Maulers will seemingly leap forward during the animation to keep pace with my dodge. It makes no sense and looks ridiculous. Crushers sometimes do the same, not as often though. Also rubberbanding is a consistent enough issue that could affect an increase in bleed through damage. Rubberbanding into a Crusher overhead feels absolutely amazing
Toughness being replenished on melee damage is kind of agood mechanic tbh. It incentivizes aggressive play that puts you in the horde, with enough defensive mechanics that you don't take more chip damage than you regain toughness. Not every small mistake *needs* to be punished.
Tbh, i wouldnt say "Getting hit so rarely that you take 0 health damage from melee due to full toughness" is an issue. You need to not get plinked by any ranged attacks, and be hit so rarely that you are sitting at full toughness to begin with. It should be able to eat the odd attack.
I think its in a good spit right now. Having a passive way to regen hp/toughness via mechanica like on kill would be great, thus allowing even more aggressive directors and acts. But as of now, the harder difficulties make it where the person playing has options as we are far from the majority being able to do perfect runs. This is all working fine and i dont see many issues.
It's only really an issue when 3 or more experienced players that have min/maxed builds get together. Then the match becomes a stomp session and almost nothing the Director can throw will make any significant difference.
@@courtnie97 yup. That's partly why Fatshark is creating Havoc, to appease that group of high level players that also create social media content while not screwing over the casual players.
@@Redditor6079 Good point, and honestly, way better than changing the fundemental mechanics of the game. Havoc 40 is apparently hard enough that even the best players use the crutches mentioned in the video here.
This. Penalizing the other classes that primarily depend on dodging, with bleed through corruption might be fine. But if you do that with Ogryns, they may as well remove them from the game.
You see, your points are all very valid and have very legitimate math behind them but I still feel like I disagree. I think in a controlled environment its very easy to keep your tougjness up but wjen things get like auric maelstrom levels of hectic there are so many simultaneous sources of damage that you cant just unga bunga through it with toughness regen. Not to mention without its inclusion (meaning the many resources of toughness regen) i feel as though some scenarios would just be an automatic checkmate regardless of what you do. But then again thats just my gut feeling and my random youtube essay.
these fixes seem aimed more at "high level" and by that I mean very skilled players, and would alienate much of the casual player base by adding more difficulty when plenty of people already struggle with dif 3 missions. no every mistake needs to be punished, being able to give yourself or your allies breathing room or protection is not a bad thing, it is ok of some things are easier then others this is not a hardcore PvP game it is coop PvE.
Well maybe, just maybe in case you didn't consider it, they do it in order to push their limits and improve their skill. If playing malice missions is too easy/you win most missions on that difficult and you want to improve the next logical step is to move a difficulty up, or is it not@@steveSmith-lh6mf
And as the PVP Vermintide 2 mode actually proved, the perks of temporary health are simply extremely useless. 😂 That a surprise... bad mechanic is going even more bad in more aggressive environment
I feel you have gotten so good at the game that you are just bored. Meaning that you want this game tailored to give you a more satisfying feeling and since you work with Darktide's Team so closely it is quite easily your suggestions they will take. At the same time I feel you are in your own little bubble with your friends. I'd say a good 80% of people doing Aurics are struggling and at the end it is the whole team working together to barely pull out a win. You do all the changes you want and now the game becomes impossible for them. Then they quit. Though I just pulled the 80% out my ass and would love win/fail rates on public games to know how often people are actually winning/losing to get a more clear picture. Because I don't think (especially with console players) people are soloing Aurics and doing No-Hit runs like you.
@@Mitradraug Or, if you think Auric is too easy then stick to Maelstrom. The purpose of Auric is to pose a greater challenge, trying to make it seem like people struggling with Auric is odd doesn't make sense when it was designed to be that way, and I'm saying this as someone that has been playing this game since beta. Props to people that can clear any difficulties with ease, but don't confuse personal skill as a representation of how easy/difficult the game modes should be.
@@omnizenn4559 Maelstroms have like only 4 difficult modifiers (all Monstrous Specialists variations) and I can't choose them due to Mission Board. Aurics now are just default difficulty for lvl 30 characters, nothing challenging. You don't need thousands of hours to finish them with ease.
Let's be honest. Vermintide the mechanics of temporary health is a bad mechanic. Which can possibly save you in the current battle, but at the beginning of the next one you are already a walking dead man who will fall from a breath of warp wind or Gor's arrow. Because health has already gone away while you were changing locations between battles. and at the beginning of the next one you will have to not effectively kill enemies, but to do what would fulfill special conditions for gaining temporary health. And as the PVP mode actually proved, the perks of temporary health are simply extremely useless. Regarding DarkTide's Toughness: It should not break through to HP, while it is there. Approximate work as shields in Warframe, where poison breaks through HP immediately, bypassing shields.
The melee bleedthough change you propose sounds good, but I'd like it if FS made sound cues more consistent first. I still get hit from behind without any proper sound happening. Not all the time, but enough that it's annoying.
I really miss Royal With Cheese steam guides man. I wish he got into darktide more before leaving back home. He had such a way with breaking down the most vital and nuisance info you would need as a console player for Vermintide 2.thats no disrespect pots. This an amazing video and we the community need more vidoes like these out there. The more systems explained in full, the better players can get.
I would like it if toughness bleedthrough was more consistent. Explosive barrels, fire left behind by barrels and flamers exploding (but not bombers), and hounds all bypass your toughness regardless of how much you have. I particularly hate how hounds will do a flat instance of corruption damage when you are pounced, but that's a personal thing so whatever.
cooldown reduction on special kills is a big contributor to this problem too, voice of command vet can constantly keep gold toughness up by just playing the game correctly which should not happen at all
Came in thinking I'd have some disagreements but honestly these points are so good though I wish you covered more toughness regen perks like vets comfirmed kill and how it's especially egregious with it's regen stacking even if you're full making it even harder to take health damage when hit if you've killed a few specialists/elites or how zealots scourage and psykers mettle makes crit even more needed for good builds ultimatly railroading most higher difficulty builds to look the same. Overall great vid
I agree every mission should be a free win and we should only have to kill one poxwalker per horde, plasma should have infinite ammo and toughness should block everything no matter what
@@hambonepng1152 Perhaps you should time machine yourself to November 2022 to see what kind of a retarded and shit mechanic minimum bleedthrough is, before fellating Telopots here.
I actually think the temp health was more helpful than toughness because its very easy to swing wildly and just build temp health while taking hits and not really caring about it
I've been saying it for so long but finally someone who knows more about the game and has a bigger outreach than I do says it. Toughness DR is a shit stat that makes it much harder to actually track how healthy someone is.
Overtoughness and Tougness Damage Reduction are exactly on point, I'd have nothing to add. Melee damage spillthrough, though? No, I don't think that's a good idea in the current state of the game. The melee enemies feel way wonkier than they did in VT2, with hilarious ice-skating and windup skipping, not to mention things such as Dreg Ragers which are barely meleeable in the first place delivering two attacks so quickly after each other you are guaranteed to avoid either both or neither.The game's melee enemies don't feel reliable enough for me to trust that Darktide won't immediately become extremely frustrating if such chip damage was applied. Actually, now that I think about it there's a lot of enemy jank you see once you get good enough at the game and not exclusive to dedicated melee enemies. The ranged specials kick attack, the Beast of Nurgle's pound, the Chaos Spawn's grab, the Mauler/Crusher's uppercut, the Scab Shooter bayonet stab, they all feel off.
Making every hit be punishing and nerf toughness regen would extrapolate amount of bs in this game by a dozen and only highlight dueling sword meta due to high mobility required to play perfectly. Not to mention difference in map design, horde control and priorities. TLDR every player would be just running zealot+ds and ogryns would die out if the proposed changes are implemented
I don't see any issue with toughness except coherency regen that should be active all the time regardless of enemies around so that you're incentivised to stay in a group
lol you think Fatshark is good at designing this game? Where have you been the last two years? Have you seen what they've done to Ogryn in literally the last update?
The unreadable nature of toughness is why i have completely redone my UI, it now has no numbers and just tells me when i am full toughness/partial toughness/toughness broken. I dont think that the basic damage interactions should or will be changed at this point, the solution they have is fairly elegant. What DOES need to happen is gunners need an update to make them actually a threat to toughness again.
Suppression actually needs to suppress. That's what would make gunners deadly. As the game currently exists, consistent sliding will essentially ignore Gunner fire. If sliding no longer did that they would immediately become much more threatening.
Despite not having a full understanding of the toughness mechanic, it should stay as is, as it gives us a chance to pull off wild plays that can determine whether everyone survives or not- (not to mention that all the shitters that cant play well will destroy fatshark because they can't gawk gawk 3000 an entire scab gunner mag.) Aside from that, the good players would arguably show little problem with a change like this. (I myself wouldn't mind, but I'd rather not watch a braindead psyker try to brainbomb a horde of chaff then complain about squishy the toughness is.)
Remember the developers are Scandinavian so there is a language barrier, so when they say "100% Toughness blocks 100% Damage" they actually mean if the final amount after a single attack is equal to or greater than 100 Toughness then you won't take any Health damage, assuming it's Normal Melee attack. Normal Ranged attacks have to go through Toughness first, while Explosive (barrels/punctured flamers) bypasses like 10% of your toughness, while Corruption (beasts of nurgle/pox walkers) bypasses toughness all together, and Destructive (crushers/snipers) break toughness completely regardless of how much health damage it would normally do.
Toughness works based on %, not flat numbers so you won't take any damage even with 80 toughness max, explosions simply bypass it when snipers and crushers have increased toughness damage to break it in 99% cases
Yeah cheese the game with bolter and dueling sword and complain its too easy, i would make game harder by throwing more enemies at you, lets say 5k per mission, or endless hordes
corruption on all melee hits is dumb. toughness regen via talents nerf is one of the only survivability nerfs the game needs. over tough can probably go, maybe replace it with a tough damage reduct buff. keep the piss color tho i mean cmon. gotta piss
"I think I have a good idea on how to solve the problem in a less frustrating way?". The problem being what exactly? The toughness mechanic? Yes, I imagine the game might be easy when you play in premades exclusively and the unholy voice of satan possesses your hands to move without your consent and pick knives, dueling swords and bolters.
@@Mitradraug You mean the ones where he runs stuff like the Eviscerator and dogshit like the Autopistol (no, it isn't actually cool) to prove he can? Of course, you can run a rusty spoon and finish an auric mission, yet when given free reign what to pick all of these "1%" gravitate towards high mobility, meta options. "ACK! Help me Fatshark-sama! I'm about to select the combat knife! My h̶i̶p̶s̶ hands are moving on their own! Why is my game getting trivialized!". Taking a look at his other videos also proves that toughness, is in fact, working as intended - since I don't see him having full, immovable HP bars, like the mountain colossus of a man that it's apparently supposed to make him. Let's instead apply brilliant galaxy brain solutions to a problem that doesn't exist, and instead of returning the widely reviled and expressly patched out 10% damage threshold bleedthrough and chip damage - we ummmm *checks notes* apply corruption bleedthrough damage - which is worse because it can't be healed through regular medkits, and this is the *checks notes again* the less frustrating solution. With the upcoming Havoc game mod, it should hopefully satisfy the absolute masochists like Telopots there. Maybe there's a mission modifier where Fatshark personally sends a dominatrix to your house address to ballbust you and peg you, every time you take a stray melee hit.
@@RayneCro Are these 1% in the room with you or something? You can't really call people who heavily rely on meta options 1% of good players, they are just carried by OP stuff. And even if you decide to challenge yourself and play off-meta loadouts how does it prevent other players in the team from running broken builds, it only works if you play in a premade where everyone avoids meta. You also wrote that Telo plays premades exclusively which is not true and even if he does it's usually true duos. The problem with toughness is that it's too easy to regen and maintain. Toughness Damage Reduction can also be easily stacked to barely take any damage. Even on the hardest difficulty it's not that hard to finish a mission with sub 100 damage taken. He has the right to complain about the difficulty as he simply can't increase it while less skilled players are always capable of lowering it and nothing forces them to immediately jump at the hardest content. I doubt Havoc will be interesting as it will be relying on RNG of maps and modifiers and some of these modifiers will be probably just tedious and annoying instead of difficult and fun.
@@Mitradraug Well, he's in luck - toughness can now be evaporated from 50 kilometers away by a single cracked shooter goon in havoc. Now it's much more fun to play Gears of Darktide, running from chest high wall to chest high wall, while using all the piss toughness and domes in the book just to cover the next 20 meters of open ground. All the while having no ammo, no toughness and no health. This should be right up his alley.
Man I legit thought i was garbage on heresy and damnation because my toughness would get erased in a millisecond. Realized that i wasnt using curios that had the toughness bonuses and damn did that make all the difference, like night n day. Def an issue with how the system works right now, you shouldnt have to take them but it legit makes the higher difficultys doable
I suck at this game too much to want it to be even more punishing. Also this game is buggy as hell and getting buggier by the day. I can't trust ObeseMegaladon's toughness and other defense mechanics to just work.
My only issue is how much damage trash mob does on Damnation. I wish they’d just even out all the damage in and out and create difficulty sliders elsewhere, like Helldivers does.
This is a bit to the side, but; can we address the fact that the PS5 version of Darktide lacks support for gyroscopic (motion) controls at the moment? I would like to hope that the December 3rd content drop will implement them, but seeing Fatshark’s handle of it on Vermintide 2 has me more than a little worried about it…
💪Ah, telopots. Happy holidays! I'm glad to know you're safe. Keep creating awesome content. Just keep going. This gaming content deserves a promotion. I'll find out how I can contribute to your insightful channel.😏
the mechanics of temporary health is a very bad mechanic. Which can save you in the current battle, but at the beginning of the next one you are already a dead man who will fall from a breath of warp wind or GGor's arrow. Because health has already gone away while you were changing locations between battles. and at the beginning of the next one you will have to not effectively kill enemies, but to do what would fulfill special conditions for gaining temporary health. And as the PVP mode actually proved, the perks of temporary health are simply extremely useless.
that toughness regen truth bomb is gonna ruffle some feathers i'm sure
Ogryns in shambles
@@tessier_ashpool ogrynomicon preachers inconsolable
@@Combine96i read the comment before i got to that part in the video, i was worried telo was about to step up and defend regen lol
...but, but Sah, it's in the book
Melee attacks bleeding through would be fine if every bruiser didn't hit me through my dodge
This, for some reason dodges breaking melee tracking seems way less consistent than it did in Vermintide, I've had plenty of times where I'll dodge slide backwards away from one or two bruisers and they will slide right along with me and hit me anyways
@@voidyll5582not just bruisers. Often on my combat knife Psyker with max dodge distance I'll dodge at the beginning of a Mauler overhead and somehow Maulers will seemingly leap forward during the animation to keep pace with my dodge. It makes no sense and looks ridiculous. Crushers sometimes do the same, not as often though. Also rubberbanding is a consistent enough issue that could affect an increase in bleed through damage. Rubberbanding into a Crusher overhead feels absolutely amazing
Is that what’s happening? I thought I was crazy for a moment.
Toughness being replenished on melee damage is kind of agood mechanic tbh. It incentivizes aggressive play that puts you in the horde, with enough defensive mechanics that you don't take more chip damage than you regain toughness. Not every small mistake *needs* to be punished.
toughness regen and coherence regen bros on suicide watch
Tbh, i wouldnt say "Getting hit so rarely that you take 0 health damage from melee due to full toughness" is an issue. You need to not get plinked by any ranged attacks, and be hit so rarely that you are sitting at full toughness to begin with. It should be able to eat the odd attack.
I think its in a good spit right now. Having a passive way to regen hp/toughness via mechanica like on kill would be great, thus allowing even more aggressive directors and acts. But as of now, the harder difficulties make it where the person playing has options as we are far from the majority being able to do perfect runs. This is all working fine and i dont see many issues.
It's only really an issue when 3 or more experienced players that have min/maxed builds get together. Then the match becomes a stomp session and almost nothing the Director can throw will make any significant difference.
@@Redditor6079 Thats another issue. When you start balancing for the 5%, the other 95% get incredibly screwed over.
@@courtnie97 yup. That's partly why Fatshark is creating Havoc, to appease that group of high level players that also create social media content while not screwing over the casual players.
@@Redditor6079 Good point, and honestly, way better than changing the fundemental mechanics of the game.
Havoc 40 is apparently hard enough that even the best players use the crutches mentioned in the video here.
Having all melee hits do a bit of bleedthrough to your toughness is one of the worst changes I've ever seen and would make ogryn completely useless.
This. Penalizing the other classes that primarily depend on dodging, with bleed through corruption might be fine. But if you do that with Ogryns, they may as well remove them from the game.
@@Solkardthey trying 😂
You see, your points are all very valid and have very legitimate math behind them but I still feel like I disagree. I think in a controlled environment its very easy to keep your tougjness up but wjen things get like auric maelstrom levels of hectic there are so many simultaneous sources of damage that you cant just unga bunga through it with toughness regen. Not to mention without its inclusion (meaning the many resources of toughness regen) i feel as though some scenarios would just be an automatic checkmate regardless of what you do. But then again thats just my gut feeling and my random youtube essay.
these fixes seem aimed more at "high level" and by that I mean very skilled players, and would alienate much of the casual player base by adding more difficulty when plenty of people already struggle with dif 3 missions.
no every mistake needs to be punished, being able to give yourself or your allies breathing room or protection is not a bad thing, it is ok of some things are easier then others this is not a hardcore PvP game it is coop PvE.
if you're struggling @ 3 then play 2. simple
Well maybe, just maybe in case you didn't consider it, they do it in order to push their limits and improve their skill. If playing malice missions is too easy/you win most missions on that difficult and you want to improve the next logical step is to move a difficulty up, or is it not@@steveSmith-lh6mf
And as the PVP Vermintide 2 mode actually proved, the perks of temporary health are simply extremely useless.
😂 That a surprise... bad mechanic is going even more bad in more aggressive environment
More game mechanic deep dives please! I love this style of video
Damn, that's tough.
I feel you have gotten so good at the game that you are just bored. Meaning that you want this game tailored to give you a more satisfying feeling and since you work with Darktide's Team so closely it is quite easily your suggestions they will take. At the same time I feel you are in your own little bubble with your friends. I'd say a good 80% of people doing Aurics are struggling and at the end it is the whole team working together to barely pull out a win. You do all the changes you want and now the game becomes impossible for them. Then they quit.
Though I just pulled the 80% out my ass and would love win/fail rates on public games to know how often people are actually winning/losing to get a more clear picture. Because I don't think (especially with console players) people are soloing Aurics and doing No-Hit runs like you.
If people are struggling on aurics they shouldn't play them in the first place, regular board and lower difficulties exist.
I mean, the highest difficulty in the game should pose a challenge to even the best players... is that a hot take?
@@Mitradraug
Or, if you think Auric is too easy then stick to Maelstrom. The purpose of Auric is to pose a greater challenge, trying to make it seem like people struggling with Auric is odd doesn't make sense when it was designed to be that way, and I'm saying this as someone that has been playing this game since beta. Props to people that can clear any difficulties with ease, but don't confuse personal skill as a representation of how easy/difficult the game modes should be.
@@omnizenn4559 Maelstroms have like only 4 difficult modifiers (all Monstrous Specialists variations) and I can't choose them due to Mission Board. Aurics now are just default difficulty for lvl 30 characters, nothing challenging. You don't need thousands of hours to finish them with ease.
Currently auric damnation sits on 50/50 winrate, I think we need to nerf the toughness guys
Let's be honest. Vermintide the mechanics of temporary health is a bad mechanic. Which can possibly save you in the current battle, but at the beginning of the next one you are already a walking dead man who will fall from a breath of warp wind or Gor's arrow. Because health has already gone away while you were changing locations between battles. and at the beginning of the next one you will have to not effectively kill enemies, but to do what would fulfill special conditions for gaining temporary health. And as the PVP mode actually proved, the perks of temporary health are simply extremely useless.
Regarding DarkTide's Toughness: It should not break through to HP, while it is there. Approximate work as shields in Warframe, where poison breaks through HP immediately, bypassing shields.
The melee bleedthough change you propose sounds good, but I'd like it if FS made sound cues more consistent first. I still get hit from behind without any proper sound happening. Not all the time, but enough that it's annoying.
I really miss Royal With Cheese steam guides man. I wish he got into darktide more before leaving back home. He had such a way with breaking down the most vital and nuisance info you would need as a console player for Vermintide 2.thats no disrespect pots. This an amazing video and we the community need more vidoes like these out there. The more systems explained in full, the better players can get.
I would like it if toughness bleedthrough was more consistent. Explosive barrels, fire left behind by barrels and flamers exploding (but not bombers), and hounds all bypass your toughness regardless of how much you have. I particularly hate how hounds will do a flat instance of corruption damage when you are pounced, but that's a personal thing so whatever.
This is an example of casual vs the sweats.
some of us are bad and just need our clutch mechanics.
great video and editing tele, great to see you uploading as always
cooldown reduction on special kills is a big contributor to this problem too, voice of command vet can constantly keep gold toughness up by just playing the game correctly which should not happen at all
Love these types of informative videos, especially when a lot of mechanics arent that well explained. Thanks telo
Came in thinking I'd have some disagreements but honestly these points are so good though I wish you covered more toughness regen perks like vets comfirmed kill and how it's especially egregious with it's regen stacking even if you're full making it even harder to take health damage when hit if you've killed a few specialists/elites or how zealots scourage and psykers mettle makes crit even more needed for good builds ultimatly railroading most higher difficulty builds to look the same.
Overall great vid
telopots asking the big boy questions you love 2 see it.
Glad you're posting videos again! Good stuff as always.
I should play a game. Take a shot everytime Telopots says Toughness in this video...
I'm deeaaaad
I don’t think they should touch it. They shouldn’t balance the game around a handful of nerds
I agree every mission should be a free win and we should only have to kill one poxwalker per horde, plasma should have infinite ammo and toughness should block everything no matter what
@hambonepng1152 yea that’s a great summary of what I said. You say it better tbh.
@hambonepng1152 keep yourself safe.
@@hambonepng1152 Perhaps you should time machine yourself to November 2022 to see what kind of a retarded and shit mechanic minimum bleedthrough is, before fellating Telopots here.
@@Neverwas_one
Good on you for not humoring that tbh
I actually think the temp health was more helpful than toughness because its very easy to swing wildly and just build temp health while taking hits and not really caring about it
I just watch so you can feed your cats
I refuse to stop face taking multiple damnation gunners
Martyrdom users is shambles after this video released
I like the way toughness is now. I appreciate that I can get 1 free hit on the house without worrying about taking health damage.
I've been saying it for so long but finally someone who knows more about the game and has a bigger outreach than I do says it. Toughness DR is a shit stat that makes it much harder to actually track how healthy someone is.
Fully agreed on overtoughness, it does too much too easily
Overtoughness and Tougness Damage Reduction are exactly on point, I'd have nothing to add.
Melee damage spillthrough, though? No, I don't think that's a good idea in the current state of the game. The melee enemies feel way wonkier than they did in VT2, with hilarious ice-skating and windup skipping, not to mention things such as Dreg Ragers which are barely meleeable in the first place delivering two attacks so quickly after each other you are guaranteed to avoid either both or neither.The game's melee enemies don't feel reliable enough for me to trust that Darktide won't immediately become extremely frustrating if such chip damage was applied.
Actually, now that I think about it there's a lot of enemy jank you see once you get good enough at the game and not exclusive to dedicated melee enemies. The ranged specials kick attack, the Beast of Nurgle's pound, the Chaos Spawn's grab, the Mauler/Crusher's uppercut, the Scab Shooter bayonet stab, they all feel off.
Making every hit be punishing and nerf toughness regen would extrapolate amount of bs in this game by a dozen and only highlight dueling sword meta due to high mobility required to play perfectly. Not to mention difference in map design, horde control and priorities.
TLDR every player would be just running zealot+ds and ogryns would die out if the proposed changes are implemented
I don't see any issue with toughness except coherency regen that should be active all the time regardless of enemies around so that you're incentivised to stay in a group
No.
Yes, i too like wearing a virtual leash in my game with parkour.
That was a really interesting video
0:40 found the spooky rare reload animation
Keep cooking
I WANT MORE OF THIS! I was told to scream
AAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHHHHHHHH!!!!!
Prime example of why being good at a game =\= being good at designing a game
Leave the cooking for the devs little bro
lol you think Fatshark is good at designing this game? Where have you been the last two years? Have you seen what they've done to Ogryn in literally the last update?
They're not cooking tho.
More like still fighting the community on how much salt to add to the dish.
The devs? You must be new to fatshark games lol...
AAAAAAAAAAAAAAAAAHHHHHHHHHHHHHHHHHHHHHHH
Definitely gold toughness. It doesn't need to exist.
Beautiful
*screams*
Removing yellow toughness is the fix VoC needs, not cooldown nerf, not duration nerf, none of those stupid suggestions. Just gut yellow toughness.
nice stuff! we need more. also, can you say what mods you use? wanna hop on DT again, but don't remember most common mods name
The King, I Kneel.
This is content
*SCREAMS*
I agree with Telopots and I hope very precise and good decisions could make this already pretty neat mechanic closer to a very perfect one
The unreadable nature of toughness is why i have completely redone my UI, it now has no numbers and just tells me when i am full toughness/partial toughness/toughness broken.
I dont think that the basic damage interactions should or will be changed at this point, the solution they have is fairly elegant. What DOES need to happen is gunners need an update to make them actually a threat to toughness again.
Suppression actually needs to suppress. That's what would make gunners deadly. As the game currently exists, consistent sliding will essentially ignore Gunner fire. If sliding no longer did that they would immediately become much more threatening.
Hope you're not sick anymore!
Its not perfect but I think you're onto something.
Goodshit
Hard agree on everything here.
Gonna share this around to get more exposure.
Make more vids like this! I'll even help edit them for free!
6:24 absolute cinema, a true video essayist
kino
How does he start with 14 knifes?
Enhanced blitz modifier
Despite not having a full understanding of the toughness mechanic, it should stay as is, as it gives us a chance to pull off wild plays that can determine whether everyone survives or not- (not to mention that all the shitters that cant play well will destroy fatshark because they can't gawk gawk 3000 an entire scab gunner mag.) Aside from that, the good players would arguably show little problem with a change like this. (I myself wouldn't mind, but I'd rather not watch a braindead psyker try to brainbomb a horde of chaff then complain about squishy the toughness is.)
Remember the developers are Scandinavian so there is a language barrier, so when they say "100% Toughness blocks 100% Damage" they actually mean if the final amount after a single attack is equal to or greater than 100 Toughness then you won't take any Health damage, assuming it's Normal Melee attack. Normal Ranged attacks have to go through Toughness first, while Explosive (barrels/punctured flamers) bypasses like 10% of your toughness, while Corruption (beasts of nurgle/pox walkers) bypasses toughness all together, and Destructive (crushers/snipers) break toughness completely regardless of how much health damage it would normally do.
did you watch the video and comprehend any of the information within, or are you shitposting on purpose
Toughness works based on %, not flat numbers so you won't take any damage even with 80 toughness max, explosions simply bypass it when snipers and crushers have increased toughness damage to break it in 99% cases
More pls ty
total overtoughness and rending death
Yeah cheese the game with bolter and dueling sword and complain its too easy, i would make game harder by throwing more enemies at you, lets say 5k per mission, or endless hordes
corruption on all melee hits is dumb. toughness regen via talents nerf is one of the only survivability nerfs the game needs. over tough can probably go, maybe replace it with a tough damage reduct buff. keep the piss color tho i mean cmon. gotta piss
i like ourple aswell!
I could not follow your point. It's all over the place.
"I think I have a good idea on how to solve the problem in a less frustrating way?". The problem being what exactly? The toughness mechanic? Yes, I imagine the game might be easy when you play in premades exclusively and the unholy voice of satan possesses your hands to move without your consent and pick knives, dueling swords and bolters.
Simply checking other videos is enough to debunk the whole comment.
@@Mitradraug You mean the ones where he runs stuff like the Eviscerator and dogshit like the Autopistol (no, it isn't actually cool) to prove he can? Of course, you can run a rusty spoon and finish an auric mission, yet when given free reign what to pick all of these "1%" gravitate towards high mobility, meta options. "ACK! Help me Fatshark-sama! I'm about to select the combat knife! My h̶i̶p̶s̶ hands are moving on their own! Why is my game getting trivialized!".
Taking a look at his other videos also proves that toughness, is in fact, working as intended - since I don't see him having full, immovable HP bars, like the mountain colossus of a man that it's apparently supposed to make him. Let's instead apply brilliant galaxy brain solutions to a problem that doesn't exist, and instead of returning the widely reviled and expressly patched out 10% damage threshold bleedthrough and chip damage - we ummmm *checks notes* apply corruption bleedthrough damage - which is worse because it can't be healed through regular medkits, and this is the *checks notes again* the less frustrating solution.
With the upcoming Havoc game mod, it should hopefully satisfy the absolute masochists like Telopots there. Maybe there's a mission modifier where Fatshark personally sends a dominatrix to your house address to ballbust you and peg you, every time you take a stray melee hit.
@@RayneCro Are these 1% in the room with you or something? You can't really call people who heavily rely on meta options 1% of good players, they are just carried by OP stuff. And even if you decide to challenge yourself and play off-meta loadouts how does it prevent other players in the team from running broken builds, it only works if you play in a premade where everyone avoids meta. You also wrote that Telo plays premades exclusively which is not true and even if he does it's usually true duos.
The problem with toughness is that it's too easy to regen and maintain. Toughness Damage Reduction can also be easily stacked to barely take any damage. Even on the hardest difficulty it's not that hard to finish a mission with sub 100 damage taken.
He has the right to complain about the difficulty as he simply can't increase it while less skilled players are always capable of lowering it and nothing forces them to immediately jump at the hardest content. I doubt Havoc will be interesting as it will be relying on RNG of maps and modifiers and some of these modifiers will be probably just tedious and annoying instead of difficult and fun.
@@Mitradraug Well, he's in luck - toughness can now be evaporated from 50 kilometers away by a single cracked shooter goon in havoc. Now it's much more fun to play Gears of Darktide, running from chest high wall to chest high wall, while using all the piss toughness and domes in the book just to cover the next 20 meters of open ground. All the while having no ammo, no toughness and no health. This should be right up his alley.
aaaaaa
Man I legit thought i was garbage on heresy and damnation because my toughness would get erased in a millisecond. Realized that i wasnt using curios that had the toughness bonuses and damn did that make all the difference, like night n day. Def an issue with how the system works right now, you shouldnt have to take them but it legit makes the higher difficultys doable
Can't wait for the toughness regen brigade to come rushing in repeating the flawed words of their leader
I think you're wrong about this, but you're not wrong about overtoughness.
Balancing for the top percentile of players is a great way to kill your PvE Co Op game, or any game in general besides a few exceptions like Dota.
This is why almost all games have difficulty options...
play a lower difficulty
I suck at this game too much to want it to be even more punishing. Also this game is buggy as hell and getting buggier by the day. I can't trust ObeseMegaladon's toughness and other defense mechanics to just work.
Your analysis amuses me but does not convince me. Toughness regeneration speed is the key to victory.
Lmao not the back handed payday 3 comment. Man that game is…. Idk
My only issue is how much damage trash mob does on Damnation.
I wish they’d just even out all the damage in and out and create difficulty sliders elsewhere, like Helldivers does.
This is a bit to the side, but; can we address the fact that the PS5 version of Darktide lacks support for gyroscopic (motion) controls at the moment? I would like to hope that the December 3rd content drop will implement them, but seeing Fatshark’s handle of it on Vermintide 2 has me more than a little worried about it…
Hi Telo! :^)
💪Ah, telopots. Happy holidays! I'm glad to know you're safe. Keep creating awesome content. Just keep going. This gaming content deserves a promotion. I'll find out how I can contribute to your insightful channel.😏
Nice video, but incorrect and toxic take on coherency. -rep.
if it's incorrect you should be able to disprove it
@sapropel4 it's just common sense dude........
You want to nerf the zelots worst ability? I mean I get that vet is overtuned but goddamn man, book zelots got enough problems
book zealots are trash and should be ledged by every barrel on the map
toughness sucks temp HP is good Darktide sucks VT2 is good the end thank
also your ideas suck and would make the game AIDS to play again (and it's already AIDS to play even with the changes)
Skill issue
me when i do one heavy as sienna and fill my thp bar
the mechanics of temporary health is a very bad mechanic. Which can save you in the current battle, but at the beginning of the next one you are already a dead man who will fall from a breath of warp wind or GGor's arrow. Because health has already gone away while you were changing locations between battles. and at the beginning of the next one you will have to not effectively kill enemies, but to do what would fulfill special conditions for gaining temporary health. And as the PVP mode actually proved, the perks of temporary health are simply extremely useless.