Exploding Penguin
Moderator
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I'd trace it all down to outrageous jugg records of 95%-99%, which aren''t too hard to find, just off of boosters. Even if the player is full varium, I can agree that common 95%+ records are ridiculous, especially when all you have to do is get varium, get some good weapons, get boosters, and get a super tanky TLM focus build. I'm not saying to remove them completely, just reduce the amount permitted in a jugg fight. Try and consider yourself from a level 27 or 28's view in a jugg fight, whether or not they're varium. Without debuffs, pretty much all their attacks that aren't maxed out skills will do 3 damage. Increment this in with rage, they still barely do anything. Heals on juggs + 2 boosters which can heal 50 total health is definitely overkill, especially with turn stalling and infernal android. In this case, pretty much NO ONE stands a chance, unless you're a max enhanced full var level 30 player with a strong ally fighting against the jugg. Even if both opponents use a total of 4 boosters against the jugg, turn stalling is impossible if you're too low level to get a strong focus build, using a single rage plasma will probably only take 35-ish HP, and even massacre will most likely do 20 damage, unless there's a debuff, at which it'll typically do 30. Absolutely ridiculous. Is there no other person who agrees with this? @mother1: I disagree that they "need them more." I'm a level 35 full var normal merc, and I've only done 50 or so jugg fights as TLM. I don't think I've ever used a single booster in jugg, and as it stands right now my win record is 80%. That's pretty substantial, and could easily be brought up to 90% with a single booster use per fight that I lost. Think about how high it could go if I had 2 boosters used per fight. Also, looking at the leaderboard, I often find jugg daily records at 120-ish wins and 100% win rate. I find this totally unacceptable, as it's obvious that since this happens almost every day on the leaderboard, it's more than just something related to extreme luck. That 100% win record isn't a fluke. It's a great example of the unstoppable power of a 2-booster equipped super tank jugg. How is this even fair to 2v2 players within the jugg-fighting level range?
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