Reducing the oppressiveness of explosions.

PikachuPals

Member
Joined
Jun 6, 2020
Messages
24
Whilst kits like burst and explosive are perfectly fine (and balanced) on their own, when a team has several of them, the damage output / area of damage becomes incredibly oppressive.

Demolition should be exempt from this as it's explosion damage potential is very limited due to it being immobile and you either have to trade an offensive landmine for a defensive one whilst putting yourself at risk. Also, having a team with a lot of demolitions usually puts you at a disadvantage as you'd have less people either pushing / engaging in an initial team fight.

Trigger could also be exempt as it's not as oppressive due to it's lack of range.

What my suggestion will change is simply just reducing the effectiveness of having multiple bursts and explosives in a single team.

Simply put, explosion damage should be reduced based on how many prior explosions the player has received from other enemies within a set time frame. For example:

  • Player takes normal damage from Burst 1.

  • Player then get his with an grenade from Explosive 1.
    • This grenades' damage is reduced by 10%.

  • Player then gets hit with another burst arrow but from Burst 2.
    • This is reduced by 20% as the player was already hit by 2 other enemies' explosions.

  • Player then gets hit by Burst 1.
    • This is also reduced by 20% as a total of 3 explosive enemies has hit the player (including burst 1).

  • x seconds has passed (preferably more than 5s to allow the player to regenerate some health passively).
    • Likewise, we could also use the combat log to detect how many explosions a player has been hit by which could possibly mean if a player has reached full health, then the number of enemies who hit it might be reset. (I'm not fully sure how the combat log is implemented).

  • Player is hit by Burst 2 and takes normal damage.

The damage reduction could probably be capped at around 50-70% and scaling with enemies could also be tweaked until it feels right.
 

Setery

Active member
Joined
May 29, 2020
Messages
140
Yeah the main issue with explosions is that most of them are hard hitting aoe damage sources. Once you start multiplying that, you're effectively hitting a whole team for a lot of overall damage. Having a built in blast resistance would help a lot.
 

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