ndirector Posted March 28, 2012 Share Posted March 28, 2012 It should tick for at least 40% HP regardless of gear and stats. Would solve a few issues. Link to comment Share on other sites More sharing options...
Agemnon Posted March 28, 2012 Share Posted March 28, 2012 It should tick for at least 40% HP regardless of gear and stats. Would solve a few issues. 1. It would be way too OP. 2. Percentage based damage should be removed, especially fall damage. Armor and higher HP pools should mitigate against any damage, period. Link to comment Share on other sites More sharing options...
Altruismo Posted March 28, 2012 Share Posted March 28, 2012 1. It would be way too OP. LOL. Overpowered "traps" They are meant to be deadly obstacles, as they are now they are a trivial inconvenience. Some gear/power combinations even let people walk through them while heavily snared with little consequence. I'm with the OP, make them something that actually has to be avoided. Link to comment Share on other sites More sharing options...
AMKSED Posted March 28, 2012 Share Posted March 28, 2012 LOL. Overpowered "traps" They are meant to be deadly obstacles, as they are now they are a trivial inconvenience. Some gear/power combinations even let people walk through them while heavily snared with little consequence. I'm with the OP, make them something that actually has to be avoided. If you can't kill someone taking 1-2k dmg every 0.5 seconds then LOL at you. Link to comment Share on other sites More sharing options...
theangryllama Posted March 28, 2012 Share Posted March 28, 2012 Directly from 1.2 patch notes Huttball Giradda the Hutt now sees to it that any player standing on the ball stand when the ball respawns are slain. The damage hazards deal is now a set percentage of total player health and is elemental damage. Interesting what the % actually is but I love it. Obstacles used to be dangerous, now for a lot of people with enough resilience and/or speed boosts you can just run through it Link to comment Share on other sites More sharing options...
Bnol Posted March 28, 2012 Share Posted March 28, 2012 (edited) LOL. Overpowered "traps" They are meant to be deadly obstacles, as they are now they are a trivial inconvenience. Some gear/power combinations even let people walk through them while heavily snared with little consequence. I'm with the OP, make them something that actually has to be avoided. It isn't the traps that are OP, it is the pulls/knockbacks that are made even more powerful if the traps did obscene damage. 40% is just too much. Edited March 28, 2012 by Bnol Link to comment Share on other sites More sharing options...
Altruismo Posted March 28, 2012 Share Posted March 28, 2012 If you can't kill someone taking 1-2k dmg every 0.5 seconds then LOL at you. If you think 5-7k damage from a Huttball trap (often less) to someone with 20k health who's being guarded, bubbled and healed is anything but trivial, LOL at you. Link to comment Share on other sites More sharing options...
ndirector Posted March 28, 2012 Author Share Posted March 28, 2012 If you can't kill someone taking 1-2k dmg every 0.5 seconds then LOL at you. That is not the case and you damn well know it. More often than not you see people casually crossing the pits with maybe 2 ticks at best which means what? 4k drop? The time you wait for the fire to stop is and should be part of your game strategy, it's not meant to be a minor hazard. It's meant to make you wait or have someone to pass to already on the other side. I think it's fairly obvious to everyone that IT IS an issue. Link to comment Share on other sites More sharing options...
Bnol Posted March 28, 2012 Share Posted March 28, 2012 (edited) That is not the case and you damn well know it. More often than not you see people casually crossing the pits with maybe 2 ticks at best which means what? 4k drop? The time you wait for the fire to stop is and should be part of your game strategy, it's not meant to be a minor hazard. It's meant to make you wait or have someone to pass to already on the other side. I think it's fairly obvious to everyone that IT IS an issue. You are just making a tactical choice, take damage or wait. Sometimes it is better to just take the damage than to wait. Further, while increasing the hazard damage would slow progression of the ball (by taking away the decision to take some damage), it would also increase the strength of pulls and knockbacks, which are already powerful tools in Huttball, that do not need an increase. Edited March 28, 2012 by Bnol Link to comment Share on other sites More sharing options...
Chewdatbacker Posted March 28, 2012 Share Posted March 28, 2012 It should tick for at least 40% HP regardless of gear and stats. Would solve a few issues. What issues? I can stand in the fire the whole game with my Sage, and still top the Healing, Damage, AND kill charts. Sounds to me like you need to learn how to play your class. Link to comment Share on other sites More sharing options...
VoidSpectre Posted March 28, 2012 Share Posted March 28, 2012 this thread is pointless. they are already doing a percent of HP in 1.2 the people who are sad(probably 20k HP tanks) will just have to learn to avoid these obstacles like the rest of us Link to comment Share on other sites More sharing options...
HellFlame Posted March 28, 2012 Share Posted March 28, 2012 Just one question who cares if warriors and knights got charge ._. So pointless they avoid traps anyways. Link to comment Share on other sites More sharing options...
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