Change % damage from traps to flat damage in lab already.
64.29% (36 of 56) of uber lab runners (today only) are Juggernauts. Seen this earlier. That is telling isnt it?
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" And taking stuff out of context, one more time. What is the percentage of Juggernaut in HC ? This is freaking OBVIOUS, as long as a class is significantly tankyer than the rest, it will dominate HC, for obvious reasons, it has always been like this and it will always be. And it could tell us one thing : Juggernaut needs some change. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" I actually posted both numbers: " It is also possible that the high number of Juggernauts is due to them having an easier time in the lab than (most) other classes. No wonder it's lost, it's in the middle of the jungle!
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" It may have an impact, how big of an impact, we don't and will not know. But Juggernaut was meant to be the most picked class in HC anyway, that's the playstyle of most HC players that are not just racing and 2 weeks lvl 100 rushing. Perma fortify makes Jugg the safest choice to run the lab by far, nothing surprising about it. Other class might do it faster, but most HC players ( I believe ) prefer safety over speed. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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This is the kinda thing thing you get when you give Hardcore players something they can't alt-F4, er, I mean skill, yeah, something thay cannot skill around.
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" Traps doing flat damage don't necessarily means less damage. Let's say they do 2k-3k damage per tick. Who's gonna cry most then ? HC or SC players ? |
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" Evasion players, it would make no sense that evasion builds can dodge floor spikes, or most of the spinning spikes things. Plus it would become another boring gear check, and people would just overgear and go through it completely brainlessely, where it will mean less damage. Granite of iron skin for everyone in the lab, 100% requirement yaaay .... Hell no. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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" Wasn't assuming that mitigation will work in this example. But anyway how spinning spike thing doing less damage to a character that has less life is making more sense than being able to dodge it ? |
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" We could see life as the endurance of the character, how much damage one can take before dying/passing out. A sawblade will destroy weak bodies as much as tough ones, making no difference, this is the point I think. Making mitigation not work but flat damage will just push people even more towads the "I don't care about secondary defenses apart from granite and I want more bugger", I don't think it would be really good. SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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They already don't care about defenses regarding traps since they don't work in current state. Which is one of the reason people are criticizing trap mechanics.
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