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You could also argue that explosive cards are completely out of line in general. With air burst being a thing i don't believe most of them should do nearly as much as they currently do. And the suicide should definitly not be that strong. This lead to them being a near mandatory pick for any deck.
As a result, because the card pool is so small, and the explosives so strong, the character pretty much is on his own tier of broken. You will face him with an explosive deck and most likely lose, or you will have a deck with no explosives and... most likely lose because they are that strong and the other options that weak in comparison. And of course he also get to make better use of them, or even reverse swap a nade launcher into your hand for a potential free win. None of the other characters are that game defining. A few are hard countering Sable but that's more acceptable imo, there's still way for Sable to make use of the katana against them.
I'd still prefer for them to either change his passive to improve the power of explosions, and maybe their range too, rather than invalidating an entire family of (mandatory for now) cards by his mere existence. Or they could add a deck selection part before round start to react to a Little Lars pick (you will still most likely lose).
Overall i do agree with this, Lars as the game currently stands is an issue. It is not fun to fight Lars with the current state of the game.
Not fun.
This means that Lars' explosive resistance is (30 - 4)/30 * 100% = 86.667%.
This is a passive ability that removes more than 85% of damage from Bomb, Bomb Belt, Landmine, Sticky Bomb, Ka-Boomber, the Punch-R, and Self-Destruct Device in the scenario in which it blocks the LEAST AMOUNT OF DAMAGE based on in-game damage numbers.
How is an 86.667% explosive reduction on all rounds without being needed to be played (and thus unable to be countered or mirrored) fair, when it's way better than the Thick Skin card, which can only be used on one round and blocks 50%?
Every other character ability mirrors a card which can be used to replicate it (equipping a weapon, double jump, speed up, damage up, HP up), except for Duck Anderson's unique 30 HP card per round. Even so, Duck Anderson's ability gives him an effective 180 HP per round, which isn't too far off from Donnie B.'s effective 175 HP per round.
If Lars' ability needs to be rebalanced in any way (which I strongly believe it does), it should be lowered to at least mirror Thick Skin's 50% explosive damage reduction, instead of being more than 85%.