it’s not “too long”; we’re talking like 1½ seconds max
you stand in X spot/move to X spot “that looks clear”, (or worse you get intercepted midst crossing), you fight, everything is fine, in the blink of an eye you’re dead, because with 0 warning, 0 cue,0 visibility; you “of your own lack of skill” died to a couple volcanoes spawning under you
In a game that not only conditions you do stand still for more than 1½ seconds to fight, but in vast majority of cases outright demands it, because you can’t heal otherwise from ranged attacks, debuffs, aoes etc, so running can be lethal too…
it’s not the issue of not being allowed to facetank, sunder partially already solved that for some, it’s that the SR maps and trap interaction is so monumentally different and has nothing todo with that.
You need to cross X path; there is literally 0 you can do about this because map design. Therefor you will take X dmg, and that dmg can be highly rng. On top of that there will be dmg you can’t predict “by it being invisible until appearing”
It’s not a skill check, it’s not an awareness check, it’s the definition of not a “git gud” moment, it’s forced random dmg, and dmg you can’t even predict so you cant even guard against it reliably either.
make a tunnel to cross and filling that with 25 static traps per square meter that does XX dmg, has nothing to do with facetanking
adding in invisible traps, that’s not only easily obscured by the default nature of the game/being ground FX(/underneath everything); but also shares exact same visuals as 2 player attacks, doesn’t remotely relate to facetank nature of the game, it’s ridiculous unavoidable spike dmg potential, at 0 fault of the player and just the map/trap design itself, it’s the worst kind of RNG death…
*if the traps were fixed, and had 0 RNG in them with careful deliberate placement you could maybe slightly argue there is a player check, but you can get completely screwed by the trap amount and layout at random…
**in fact the whole part about this only being an issue in select maps should illustrate why it’s not an issue of facetanking and the map/trap design interaction themselves, because it’s unavoidable and out of your hands, so there is no “choosing” not to facetank/“don’t stand still take dmg”; there’s 5 traps in a corridor, you’re just fucked, because you’re going to take (loads) dmg try to pass.
you don’t see people complaint about trap in the other 98% of maps, because we’re not forced to take the same rng dmg, nor are volcanoes as lethal in them/there isn’t the same overlap or constriction
***heck this isn’t in me trying to argue for lowering their dmg, because them working/serving their pupose ok in non tunnel parts where there isnt’ coincidentally 25 overlapping, shows they can be dealt with as is if reasonably placed. But in 2-3? maps that’s just not the case and the overstacking is nuts.