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Sometimes an extra wound can help you survive some situations but it isn't 100% mandatory thing.
with multiple wounds, you can run out of health more than once or twice, get knocked down, and get back up with some of the health back
in theory, extra wounds add quite a bit of extra health to your pool, because you can lose all your hp several times and still not die
the tradeoff tends to be that if you picked something besides wounds, you probably wouldn't get knocked down as easily
the real catch is that it depends entirely on whether someone on your team revives you in time. if you get in a bad spot and nobody can get there quick enough to help you, or if your teammates are fighting and not paying attention to how long they have before you bleed out, those extra wounds do absolutely nothing
Restore one health segment, or 25% of max health, whichever one is larger of health and corruption damage.
because of the order it calculates damage/perma-damage, there is (still) a rare but persistent and annoying bug where you will instantly die if you take purple damage that would bring you below your last extra wound at the same time as you take normal health damage that would knock you down
i don't know the exact math that puts you at risk for triggering the bug, but there are two situations that are sort of like this
the first (and less common) situation is when you have something like 150/200 health (with 50 corruption)
then you take 50 damage and 50 more corruption -> should leave you with 50 health
but for some reason it calculates your remaining health after the corruption, then you take the damage and it counts that you have no wounds left therefore you instantly die
the other (and more frequent) situation is the same thing except you WOULD get knocked down by damage
but it counts the purple as exceeding your current health, and since you would only have 1 wound left AFTER being revived, it decides the outcome in the wrong order,
basically it counts your health as though you lost the wound from being revived immediately, before adding the corruption, so you die instantly
typically only occurs with large bursts of damage that cause corruption, like poxbursters or plague-ogryns
this sounds like that is what you are describing
The OP is a newbie. A newbie wants Wounds.
You should aspire not to have extra wounds unless you're martyr zealot, but most players learn more by actually getting to play the game instead of waiting to be rescued, so take them for the buffer until you build up more confidence in your play style.
If you can reliably go through missions without using your extra wounds? You're ready to lose the training wheels. If you can't? The extra toughness/HP wasn't going to help anyway.
The most dangerous killer in the game isn't being worn out little by little, but those singular mistakes where you take massive dmg all at once. Be that from oneshotters, disablers, or being caught out of position and gunned & beaten down. Toughness does nothing against those oneshotters or those mistakes. Toughness in essence is really just performance resource: the faster you kill stuff / proc weakspots & crits, the faster it generates and the more frequently you can afford to tank a regular hit in melee. Its usefulness depends on your output and skill.
Newbies make more mistakes so they go down more often. They also tank more hits in melee, and have a much lower output to generate that toughness back. Wounds or even hp are much better for newbies than toughness.