Wayfinder

Wayfinder

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Postman Pat Sep 14, 2024 @ 10:46pm
Trap damage is a bit much?
Think you guys could tone down the trap damage a smidge?

The poison pools in particular do such a ridiculous amount of damage and it's incredibly hard to tell exactly where their hitboxes are, yeesh.
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Showing 1-15 of 15 comments
Korneliy Sep 15, 2024 @ 11:52pm 
it's practically only danger you encounter, so it's fine
VeTilta Sep 16, 2024 @ 7:05am 
I mostly die to traps. I thought they give this much damage because im playing heroic. Is it true?
DamarusRex Sep 16, 2024 @ 10:25am 
Traps are indeed very harmful in the game. Don't know if it's intended, but I know how infuriating it is. They deal like 50%-75% damage no matter the amount of HP. The worst part is that some spots have 2 traps close to each other, which eventually doubletap you even before you realized you stepped on the first one.

I think it is reasonnable to ask for a damage reduction from traps. Besides they add nothing in the game tbh, I'm really not a fan. In other games it is often used to debuff stats, or to indicate a treasure is nearby, but never to KILL a player. It should be punishing enough to be annoying, but not a gamebreaker.

If I had to rework them, I'd decrease actual hit damage down to 20% of HP tops, but make them have some debuffs such as :
- temporarily losing hp overtime
- temporarily slowing down skill cooldowns
- temporarily slowing down stamina recovery rate
- temporarily slowing down player movements
- resetting your ultimate skill cooldown to 0
- losing money on hit
- losing a random equipped potion on hit
- temporarily impair player vision (dark fog around player, distorting image, etc)
- make a big fella spawn outta nowhere
Postman Pat Sep 16, 2024 @ 4:13pm 
Originally posted by VeTilta:
I mostly die to traps. I thought they give this much damage because im playing heroic. Is it true?

No idea, am in heroic as well. Other stuff doesn't often kill me, but I'm a complete glass cannon so if I misplay, I can get punished. I only recently discovered that there is a modifier that can light the floor on fire permanently. Very awesome. :)
zord Sep 16, 2024 @ 7:57pm 
one more vote for reducing the trap damage, its not fun
[GWJ] Puce Moose Sep 16, 2024 @ 10:40pm 
Related to the traps, I'd also like to see the trap volume levels rebalanced, particularly the spear trap sound. Those things seem so much louder than any other sound effect, to the point that they drown out everything else.
Postman Pat Sep 16, 2024 @ 11:01pm 
Originally posted by GWJ Puce Moose:
Related to the traps, I'd also like to see the trap volume levels rebalanced, particularly the spear trap sound. Those things seem so much louder than any other sound effect, to the point that they drown out everything else.

I know it's a bit of a weird side tangent here, but I found an application awhile back called "FxSound." It is basically an open-source EQ//DAC of sorts you can use for all applications on your computer. When I find extremely loud or pronounced noises that are ridiculously out of place in a game, they tend to be in the higher frequency range. This allows you to not only choose the level of the frequency, but has a bit of variation with frequency range as well.

Bass hits obnoxiously present? Gut the low end. Incredibly annoying Tinny sound effects? Gut the 16k frequency. It's not perfect, and better audio balance in games would solve issues like this, but it's a nice bandage to use for situations like that. Don't go get it right now by any means, look into it and see if you are comfortable installing it and what not. But I've found it has helped with many annoying sound designs like that (think of the obnoxious volume level of the PARRY, specifically, in Souls games compared to how loud everything else is for instance).

Cheers bruv!
[GWJ] Puce Moose Sep 17, 2024 @ 12:12am 
FxSound! Thanks for the heads-up on that program. I have a soundblaster X-Fi that has an EQ option, but it looks like FxSound has keyboard shortcuts to swap between profiles/presets, which sounds quite handy. I also like that it has a quick on/off hotkey, so if something doesn't sound right you can quickly toggle it.

Hopefully the devs will do another audio balance pass at some point, but this looks like a good possible solution in the meantime.
Cpaw Sep 17, 2024 @ 5:54am 
Originally posted by Postman Pat:
Think you guys could tone down the trap damage a smidge?

The poison pools in particular do such a ridiculous amount of damage and it's incredibly hard to tell exactly where their hitboxes are, yeesh.
Would be nice if they did lower it just a bit.
Korneliy Sep 19, 2024 @ 3:21am 
Would b nice if they added better visual clues or reaction delay.
Increasing dmg afterwards if necessary. Main problem is not damage itself but that poison gas, spikes, and wallcannons are barely visible in motion.
Cpaw Sep 19, 2024 @ 6:33am 
Btw, if you dont like the traps.. then your gonna HATE the void dungeon lol :lunar2019crylaughingpig: :lunar2019laughingpig:
I didnt die before, but that one is a Pure Killer! Those trick jumps has killed me a few times... :steamsad:
Korneliy Sep 21, 2024 @ 1:31am 
Void dungeons parkour is tame af compared to repositorys walks of death.
Blinky Dorf Sep 21, 2024 @ 5:34am 
I love how ridiculous the traps are, and find it hilarious how dangerous they are. They should be dangerous! They would be a waste of space if they didn't hurt.
Skullker Sep 21, 2024 @ 7:43am 
Originally posted by Blinky Dorf:
I love how ridiculous the traps are, and find it hilarious how dangerous they are. They should be dangerous! They would be a waste of space if they didn't hurt.
I agree. What is the point of a trap, if it's not sneaky, and lethal?
Originally posted by DamarusRex:
Traps are indeed very harmful in the game. Don't know if it's intended, but I know how infuriating it is. They deal like 50%-75% damage no matter the amount of HP. The worst part is that some spots have 2 traps close to each other, which eventually doubletap you even before you realized you stepped on the first one.

I think it is reasonnable to ask for a damage reduction from traps. Besides they add nothing in the game tbh, I'm really not a fan. In other games it is often used to debuff stats, or to indicate a treasure is nearby, but never to KILL a player. It should be punishing enough to be annoying, but not a gamebreaker.

If I had to rework them, I'd decrease actual hit damage down to 20% of HP tops, but make them have some debuffs such as :
- temporarily losing hp overtime
- temporarily slowing down skill cooldowns
- temporarily slowing down stamina recovery rate
- temporarily slowing down player movements
- resetting your ultimate skill cooldown to 0
- losing money on hit
- losing a random equipped potion on hit
- temporarily impair player vision (dark fog around player, distorting image, etc)
- make a big fella spawn outta nowhere

I only agree with the hp over time, slowing down cooldowns and stamina recovery debuffs and the hefty trap damage nerf. All the other debuffs are too annoying/crippling and even outright insulting stealing your stuff. The greed debuff should also have no effect on traps/environmental hazards in general.

I overall feel traps and environmental hazards in general need a heavy damage nerf. Falling into pits is fine though, if anything they should stick with that amount of damage for environmental damage.
Last edited by CrusaderTheFirst; Jan 5 @ 7:40pm
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