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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
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. :)
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!
Hopefully the devs will do another audio balance pass at some point, but this looks like a good possible solution in the meantime.
Increasing dmg afterwards if necessary. Main problem is not damage itself but that poison gas, spikes, and wallcannons are barely visible in motion.
I didnt die before, but that one is a Pure Killer! Those trick jumps has killed me a few times...
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.