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I switched to my Heavy and realise I'm bringing SO much more to the team:
+30% Ranged defence, +10% Ranged damage near me, AND 1 Armour every time my Halo is expended, AND +50% Ability Charge while Halo is active. I'm like jesus christ this Class is incredible after maining Assault for ages.
I still like the change more than class though so I hope it will stay that way or that they give assault some... wait a moment. Doesn't assault have perk that gives him armor for performing non-mortal shots on majoris, that give him armor?
If this perk still works, then everything is ok.
If it doesn't work, then maybe they should rework it so it does. I think it would be enough considering this difficulty level is meant to be what it is.
Darktide, another squad based horde shooter, has a similar mechanic where you cannot restore armor unless you are in "coherency". That is why people are calling it coherency.
Darktide used the wrong term, coherency doesn't actually make sense if you're using that word to describe your team standing together.
Warhammer 40k TT calls it Team Cohesion (basically a rule that no member of a squad can be more than an inch away from another member of the squad).
I do appreciate your explanation though, I did not realize darktide referred to it that way, so the comparison does make sense.
Honestly the game would be just fine without the cohesion mechanic. The extra difficulty already encourages high level team play.
Feel like half the players I get teamed with are dummys/speedrunners wanting to get carried and not doing anything on Lethal so far.
Wich, is not a problem on other difficulties, but is sort of hard on Lethal.
If their intention is to make people stick together, try carrot instead of stick. Give slight hp regen or temporary damage bonus from finishers when you are close to teammates. Then you are incentivized to stay near each other without screwing over certain classes.