Fragger was hard to kill, but that was the whole point - he’s a combat specialist.
While Stoker, who is not supposed to be as combat effective as Fragger (since he has better team-based abilities) is for some reason not nerfed, despite the fact that his ‘nades’ do not require cooking, can lock down areas for extended periods of time, and only do slightly less damage overall. Also, Stoker has the best gun in the game, whereas Fragger does not. He also has the best combination of augments (Drilled + Mechanic) while Fragger instead can only get Drilled OR Explodydendron as his two best augments - they’re never on the same card together.
If anything, Stoker should have been the one to receive the -10HP nerf.
However, I’ve also heard that the reason Fragger received this nerf was to prevent him from ‘nade-boosting’ by blowing himself up, surviving the damage, and being propelled up to unreachable locations. This would make SOME sense, but is also a stupid choice from Splash Damage for two reasons:
- They may have taken away 10HP and stopped him from tanking those explosions so that he can do boost jumps, but they added in Failsafe to even more of his loadouts in the process, which completely undoes this change!
- Instead of actually fixing map boundaries with added barriers (preferably not invisible walls), or by negating the ‘blast back’ effect of friendly explosions (while keeping the damage), Splash Damage have decided to screw up the in-game meta balance just to fix a bug that they themselves created and could easily fix. This is a lazy method of fixing a bug that they should be able to fix/prevent abuse of with other, less obtrusive measures (such as the ones I mentioned).