View Full Version : Monsters Casually Stroll Through Elite Traps
GlassCannon
03-19-2008, 02:46 PM
Come on... this is an obvious exploit.
Hobgoblins ignore traps and just waltz right through them.
Spiders ignore traps too.
If they kill us in one shot despite our class being appropriate and our saves high for our level, they should 1-shot Arraetrikos too(conceptually).
BlueLightBandit
03-19-2008, 06:12 PM
Whether mobs take damage from the traps is designed into the quest by the original developer of the quest. I thought that was mentioned during the Risia Town Forum.
Some quests they do, and some quests they don't.
sugarat
03-19-2008, 06:48 PM
You could also assume that since the dungeon is the mobs home so to speak and they presumably set the traps that they might have more knowledge of trap avoidance?.?.?. If it was my trap in my house and you were intruding I might taunt you too by strolling casually through the "safe" spot hoping that you get suckered in. lol
Impaqt
03-19-2008, 07:45 PM
Well, we proboly shouldnt be able to stand in our own Firewals or run through our own blade barriers either.....
And right now, we can run through a lot of Elite traps without taking damage as well....
GlassCannon
03-20-2008, 01:27 AM
Whether mobs take damage from the traps is designed into the quest by the original developer of the quest. I thought that was mentioned during the Risia Town Forum.
Some quests they do, and some quests they don't.
It's so frustrating... there needs to be a note attatched to the Dungeon.
A Description of sorts. Average CR, Monster Types, Spells they tend to use, XP total, etc. so people can find this out before they enter. Those wanting a new and fresh experience can opt out by not Examining the dungeon...
GlassCannon
03-20-2008, 01:31 AM
You could also assume that since the dungeon is the mobs home so to speak and they presumably set the traps that they might have more knowledge of trap avoidance?.?.?. If it was my trap in my house and you were intruding I might taunt you too by strolling casually through the "safe" spot hoping that you get suckered in. lol
We were in Tangleroot on Elite(favor run for XP as well, getting it out of the way) with a level 6 group(all of us lvl 6 by the 7th part, and we did leave to level up), and the Rogue Tinker couldn't locate the traps with all kinds of buffs on... I with my high reflex Halfling Ranger(I have the Luck enhances too) all buffed up and twinked out failed on an 18 and took 90 damage(A DEX ranger does not have that much HP). I then got killed 4 more times by the spike trap and the blade trap, trying to make it back to help get the key. We managed to drag a hobgoblin mob(3 of em) into the Blade trap and survive by a miracle... and they casually walked RIGHT INTO the blades and nothing happened.
I was just a bit frustrated that we had to learn that with a great deal of dismay.
We killed them in the Shrine room.
Well, we proboly shouldnt be able to stand in our own Firewals or run through our own blade barriers either.....
And right now, we can run through a lot of Elite traps without taking damage as well....
Bingo
It's so frustrating... there needs to be a note attatched to the Dungeon.
A Description of sorts. Average CR, Monster Types, Spells they tend to use, XP total, etc. so people can find this out before they enter. Those wanting a new and fresh experience can opt out by not Examining the dungeon...
Umm no you should find this stuff out by doing it, shouldnt be notes at the door telling you how to win. Tried of people asking for the easy button
Xithos
03-20-2008, 03:31 AM
We were in Tangleroot on Elite(favor run for XP as well, getting it out of the way) with a level 6 group(all of us lvl 6 by the 7th part, and we did leave to level up), and the Rogue Tinker couldn't locate the traps with all kinds of buffs on... I with my high reflex Halfling Ranger(I have the Luck enhances too) all buffed up and twinked out failed on an 18 and took 90 damage(A DEX ranger does not have that much HP). I then got killed 4 more times by the spike trap and the blade trap, trying to make it back to help get the key. We managed to drag a hobgoblin mob(3 of em) into the Blade trap and survive by a miracle... and they casually walked RIGHT INTO the blades and nothing happened.
I was just a bit frustrated that we had to learn that with a great deal of dismay.
We killed them in the Shrine room.
A good deal of players asked for traps that had meaningful consequences and the development team responded by creating traps that folks with good reflex saves and/or evasion don't waltz through because they think it is funny. Kudos to the devs for listening to the playerbase. Also, trap save DCs were recently adjusted downward on the elite setting because the devs thought it was a little too extreme. I think traps actually hurt now and all is right in the world.
Vormaerin
03-20-2008, 04:07 AM
Personally, I think I'd prefer it if intelligent mobs completely ignored traps as the default. Its bad enough that they stand in our firewalls and other persistant damage effects. Its really bad when we kill them with the traps they set for us. I don't mind running scorpions through blade traps or something. THey obviously didn't set the traps and wouldn't recognize them as a danger necessarily anyway.
Spiders should fall for traps, generally speaking. But Whisperdoom isn't unintelligent and perhaps most of the spiders in there are sort of intelligent too?
We were in Tangleroot on Elite(favor run for XP as well, getting it out of the way) with a level 6 group(all of us lvl 6 by the 7th part, and we did leave to level up), and the Rogue Tinker couldn't locate the traps with all kinds of buffs on... I with my high reflex Halfling Ranger(I have the Luck enhances too) all buffed up and twinked out failed on an 18 and took 90 damage(A DEX ranger does not have that much HP). I then got killed 4 more times by the spike trap and the blade trap, trying to make it back to help get the key. We managed to drag a hobgoblin mob(3 of em) into the Blade trap and survive by a miracle... and they casually walked RIGHT INTO the blades and nothing happened.
I was just a bit frustrated that we had to learn that with a great deal of dismay.
We killed them in the Shrine room.
Well when I'm leveling up lowbies and solo tangleroot, I usually use that trap for fighting the end room. It always damages the mobs when I drag them through it. And that is a level 7 quest, so it's 9 on elite. I'm not shocked a level 6 rogue may have some trouble in there.
ArkoHighStar
03-20-2008, 11:09 AM
We were in Tangleroot on Elite(favor run for XP as well, getting it out of the way) with a level 6 group(all of us lvl 6 by the 7th part, and we did leave to level up), and the Rogue Tinker couldn't locate the traps with all kinds of buffs on... I with my high reflex Halfling Ranger(I have the Luck enhances too) all buffed up and twinked out failed on an 18 and took 90 damage(A DEX ranger does not have that much HP). I then got killed 4 more times by the spike trap and the blade trap, trying to make it back to help get the key. We managed to drag a hobgoblin mob(3 of em) into the Blade trap and survive by a miracle... and they casually walked RIGHT INTO the blades and nothing happened.
I was just a bit frustrated that we had to learn that with a great deal of dismay.
We killed them in the Shrine room.
What part were you on ?
Why would you send a lvl 6 ranger into the traps even if you save you are still going to take 1/2 damage, send the rogue he at least he has evasion at that level.
edit: Are you talking about the last room and the trap filled hallway with the blad and then the spikes just before the end boss?
What part were you on ?
Why would you send a lvl 6 ranger into the traps even if you save you are still going to take 1/2 damage, send the rogue he at least he has evasion at that level.
He was in part 7 right before the end fight. He actually says he's in part 7 but I'm too lazy to quote that.
Yvonne_Blacksword
03-20-2008, 11:19 AM
Because...they have evasion...
Guild joke!
Did you try greasing them as they went through the trap?
guild joke #2
(VC)...We gotta double back for the named spider.
(PC)...We gotta double back for the named spider.
Guild joke #3
Player says, "I got this..."
Guild joke #4
All related to TR...
We run there plenty!
We always seem to get them to kill themselves there...Maybe your instance was bugged?
ArkoHighStar
03-20-2008, 11:42 AM
He was in part 7 right before the end fight. He actually says he's in part 7 but I'm too lazy to quote that.
Ok part 7 it is then. Still why would you send the ranger through when you have a rogue with evasion. The best the ranger can hope for buffed up is half damage, which on elite is about 45-50, get hit twice and you are dead, fail your save and you are toast. At least the rogue has a shot if he makes his save. Not sure why he couldn't see the trap
lvl 6 rogue should have at least the following for search if he is going for traps on elite above his level
halfing (no racial bonuses) with base 14 int
11 base maxxed search
+5 item
+2 herosim
+2 foxes cunning
+3 skill boost 2
+1 search traps scroll
+1 prayer
25 search without spending any enhancements or having any racial enhancements
Ransacked
03-20-2008, 11:47 AM
We were in Tangleroot on Elite(favor run for XP as well, getting it out of the way) with a level 6 group(all of us lvl 6 by the 7th part, and we did leave to level up), and the Rogue Tinker couldn't locate the traps with all kinds of buffs on... I with my high reflex Halfling Ranger(I have the Luck enhances too) all buffed up and twinked out failed on an 18 and took 90 damage(A DEX ranger does not have that much HP). I then got killed 4 more times by the spike trap and the blade trap, trying to make it back to help get the key. We managed to drag a hobgoblin mob(3 of em) into the Blade trap and survive by a miracle... and they casually walked RIGHT INTO the blades and nothing happened.
I was just a bit frustrated that we had to learn that with a great deal of dismay.
We killed them in the Shrine room.
The blade trap with the whirly blades in the center is completely avoidable as are the spike traps.
Lifespawn
03-20-2008, 03:09 PM
A good deal of players asked for traps that had meaningful consequences and the development team responded by creating traps that folks with good reflex saves and/or evasion don't waltz through because they think it is funny. Kudos to the devs for listening to the playerbase. Also, trap save DCs were recently adjusted downward on the elite setting because the devs thought it was a little too extreme. I think traps actually hurt now and all is right in the world.
it has not been adjusted down yet my lvl 16 15 ranger 1 rogue fails in a lvl 4 on elite with a reflex save buffed of 38 no lvl 4 or 6 or 10 could even hope to save against it.
GeneralDiomedes
03-20-2008, 03:12 PM
They casually stroll through Normal traps too :)
However, these are few and far between. Misadventure is like a second party member to me :)
Gadget2775
03-20-2008, 03:57 PM
It's so frustrating... there needs to be a note attatched to the Dungeon.
A Description of sorts. Average CR, Monster Types, Spells they tend to use, XP total, etc. so people can find this out before they enter. Those wanting a new and fresh experience can opt out by not Examining the dungeon...
Perhaps I'm showing my age, but I don't ever recall having a GM who sat us down at the beginning of a session and said... "Alright, today I planned on surprising you with Demon Spawn of Infernal Hell who will all be casting Death to the PC, Circle of You Can't Hit Me With That and wielding Two Handed Blades of Intense PC Pain. Additionally the following traps will be used...Don't Go This Way, You Opened the Fake Chest and Wish You Hadn't and Hahahaha, That Musta Hurt."
The DM's job is to provide an interesting/fun experience while making a reasonable attempt to kill you. Hopefully the PC's are smart enough to utilize what they have to avoid dying.
BlueLightBandit
03-20-2008, 05:14 PM
It's so frustrating... there needs to be a note attatched to the Dungeon.
A Description of sorts. Average CR, Monster Types, Spells they tend to use, XP total, etc. so people can find this out before they enter. Those wanting a new and fresh experience can opt out by not Examining the dungeon...
ROFL... you want to know EVERYTHING about the dungeon before you enter? That kinda takes the fun out of exploring, doesn't it?
Tin_Dragon
03-20-2008, 05:38 PM
Come on... this is an obvious exploit.
Hobgoblins ignore traps and just waltz right through them.
Spiders ignore traps too.
If they kill us in one shot despite our class being appropriate and our saves high for our level, they should 1-shot Arraetrikos too(conceptually).
You know what else is an exploit, walking through 15 max, emp, firewalls at the same time, in the same space, and having the mobs stand in them swinging at me
Jhoran
03-20-2008, 05:47 PM
i don't see the issue...
a couple of dancing balls; some mind fog and spam cone of cold and you are out of there....
no need to even bother with the traps
BlueLightBandit
03-21-2008, 09:42 AM
Because...they have evasion...
Guild joke!
Did you try greasing them as they went through the trap?
guild joke #2
(VC)...We gotta double back for the named spider.
(PC)...We gotta double back for the named spider.
Guild joke #3
Player says, "I got this..."
Guild joke #4
All related to TR...
We run there plenty!
We always seem to get them to kill themselves there...Maybe your instance was bugged?
Hey, I have evasion and that joke's funny.
And why is that all of those "jokes" are relating to me somehow? I see demotions in the future... followed by immediate promotions, but only when you're not looking.
TR is fun... there's nothing wrong with it that combining a few of the chapters would fix.
MrCow
03-21-2008, 09:55 AM
Blade and Guillotine traps are not flagged to cause damage to foes. In Tangleroot part 7 the spike, blender, and fire traps will cause damage to foes.
there needs to be a note attatched to the Dungeon.
A Description of sorts. Average CR, Monster Types, Spells they tend to use, XP total, etc. so people can find this out before they enter. Those wanting a new and fresh experience can opt out by not Examining the dungeon...
There are enough player made sites that provide such information.
Kaldaka
03-21-2008, 10:03 AM
lvl 6 rogue should have at least the following for search if he is going for traps on elite above his level
halfing (no racial bonuses) with base 14 int
11 base maxxed search
+5 item
+2 herosim
+2 foxes cunning
+3 skill boost 2
+1 search traps scroll
+1 prayer
25 search without spending any enhancements or having any racial enhancements
LOL there is NO reason a capable rogue at level 6 can't find that trap on elite. If they can't find it: REROLL. I brought a level 4 rogue in there and found it easy. I know that trap on elite has a search DC in the low 20s (maybe 21 or 22 i think). Get some +5 tools and you're home free :D
PS. Minor Correction Arko, Skill Boost II is an enhancement ;).
Razvan
03-21-2008, 02:30 PM
It's so frustrating... there needs to be a note attatched to the Dungeon.
A Description of sorts. Average CR, Monster Types, Spells they tend to use, XP total, etc. so people can find this out before they enter. Those wanting a new and fresh experience can opt out by not Examining the dungeon...
I would like to start a petition for a "Complete quest" button available to all upon entering a quest, at which time the players get credit for completing the quest, get the XP (with ALL the bonuses) and all the quest chests spawn at the quest entrance...unlocked, of course!
That is all!
Xithos
03-22-2008, 11:59 PM
it has not been adjusted down yet my lvl 16 15 ranger 1 rogue fails in a lvl 4 on elite with a reflex save buffed of 38 no lvl 4 or 6 or 10 could even hope to save against it.
Sorry Life, I should have said that "the playerbase concerns are being addressed by adjusting them downward for mod7". I think they would have done it sooner but it might be a little more complicated than rearranging a few files without breaking anything really important.
Powered by vBulletin® Version 4.2.3 Copyright © 2025 vBulletin Solutions, Inc. All rights reserved.