View Full Version : Please make traps deadly again!
Elytia
03-27-2015, 10:36 AM
I appreciate you increased the XP value for doing traps but it's not changed much. Too many toons can still just run through them. When I started playing DDO players were wary of traps. They could easily wipe out a toon. It used to be that only Evasion toons with high reflex would survive. Now it's like any sort of evasion or high PRR can walk through any trap.
Please make those of us who build in trap skills useful again by making traps deadly again.
cru121
03-27-2015, 10:48 AM
you are useful if you can supply the xp trap bonus for the group.
General_Gronker
03-27-2015, 10:50 AM
You are useful. You can add up to +30% XP.
As for traps, they are fine as they are. If you think the traps aren't hitting hard enough, then
A. You're not familiar with traps in the mothergame, which is what should be used as the baseline
B. You're asking for the wrong thing. This game doesn't need anymore **** number inflation. Character power needs to be scaled back. Your suggestion would just make the game worse overall.
Monkey-Boy
03-27-2015, 11:01 AM
Traps should be scary, I'd double the damage in heroic Elite and Triple the damage in EE.
dkyle
03-27-2015, 11:01 AM
Traps are a sideshow, and always should be. Anything that only one particular class can engage with really shouldn't be a major focus. They give a substantial XP bonus, and disabling them is occasionally a useful tactic for completing quests. I'm not sure they should be more than that.
Making traps more important would just lead to "one-Rogue-per-party"-ism, especially if a Rogue's trap skills lead to reduced effectiveness in the rest of the game. Which, given that noone else has anywhere near similar non-combat utility, seems necessary for overall balance.
Alternative
03-27-2015, 11:03 AM
they made some traps deadly in 3bc and people whined to no end
You are useful. You can add up to +30% XP.
As for traps, they are fine as they are. If you think the traps aren't hitting hard enough, then
A. You're not familiar with traps in the mothergame, which is what should be used as the baseline
B. You're asking for the wrong thing. This game doesn't need anymore **** number inflation. Character power needs to be scaled back. Your suggestion would just make the game worse overall.
Umm a good trap in the mother game can and should be either lethal or highly damaging and should be even more so in DDO and people here hate nerfs(not me would love to all power scaled back drastically and enhancements eliminated)
Traps are a sideshow, and always should be. Anything that only one particular class can engage with really shouldn't be a major focus. They give a substantial XP bonus, and disabling them is occasionally a useful tactic for completing quests. I'm not sure they should be more than that.
Making traps more important would just lead to "one-Rogue-per-party"-ism, especially if a Rogue's trap skills lead to reduced effectiveness in the rest of the game. Which, given that noone else has anywhere near similar non-combat utility, seems necessary for overall balance.
It's not one class and with so many people splashing it's not a,rare skill
Monkey-Boy
03-27-2015, 11:33 AM
they made some traps deadly in 3bc and people whined to no end
Well, putting the DC in the 100s on some of them was insanely stupid considering the level of the quests.
Elytia
03-27-2015, 01:20 PM
I'm not suggesting DC's of traps should be higher nor am I suggesting that a trapper should be ASOLUTELY necessary, more that the damage should be "Ouch that bloody hurt. It nearly killed me" instead of the "Oh I tripped over the dog" damage they currently do to most toons.
Elytia
03-27-2015, 01:21 PM
I'm not suggesting DC's of traps should be higher nor am I suggesting that a trapper should be ABSOLUTELY necessary, more that the damage should be "Ouch that bloody hurt. It nearly killed me" instead of the "Oh I tripped over the dog" damage they currently do to most toons.
Elytia
03-27-2015, 01:23 PM
Why does everything hang when I try editing posts so I have to post edits as a second post :(
Qhualor
03-27-2015, 01:49 PM
Traps should be scary, I'd double the damage in heroic Elite and Triple the damage in EE.
that would be awesome, but than people would be upset because of "forced grouping".
Monkey-Boy
03-27-2015, 02:36 PM
that would be awesome, but than people would be upset because of "forced grouping".
I'm not sure it'd force grouping at all as you'd still be able to jump a "finesse" your way around them but you couldn't just faceroll them in heavy armor like we can now.
Enoach
03-27-2015, 02:40 PM
I agree Traps should give every character pause, but to that end Deadly Traps should be used in the following way
1. Guard a shorter path to completion, other path(s) should also exist with their own challenges and lengths - Examples of this are The Sane Asylum and Haunted Halls and Cabal for One (option to forgo a chest and have the traps in the way done for you)
2. Guard optional objectives and I don't mean required optional but ones that the party can choose to pursue or ignore only being out the XP and possible Loot getting past the trap would provide such as the one in Cabal for One or Rainbow in the Dark optional chest.
All other traps that must be bypassed on the way to completion should be reasonable for the Level, deadly to the unprepared but passible even if by the skin of their teeth when their saves and buffers are appropriate.
The tomb of the Forbidden and Optional Chest in Rainbow in the Dark are among some of my favorite traps as they include multiple aspects so that running through them will not be favorable results. Tomb Greased floor with spinning blades and Rainbow where the floor falls out if all the traps boxes are not disabled and you cannot access the chest. Also Monastery of the Scorpion where the chest is only available if you disable the trap boxes and then pull the levers in the decent. These are Traps that give players some pause when done at level
Elytia
03-27-2015, 02:59 PM
I'm not sure it'd force grouping at all as you'd still be able to jump a "finesse" your way around them but you couldn't just faceroll them in heavy armor like we can now.
This is exactly my point. I ,in no way, advocate "forced grouping" but traps should make players take a step back and think "Am I going to make it through?" instead of just walking through like they do now.
Talon_Moonshadow
03-27-2015, 06:11 PM
Quests need to be completable by any class or group of classes. Trappers should not be required for completion.
Optional or (noob) bypassable traps should probably be super scary. (although Barbarian trap bonuses should be useful somehow)(and maybe Cleric Find Traps Spell...)
One of the Necro III quests (forget the name) does a great job with traps. I believe none of them prevent completion, but it is amazing how such a small trap gets run into by so many players. The dev that made those was pretty smart... and sadistic. ;)
IMO, as with most things in DDO, an across the board change to old quests is bad.
But a purposeful planned increase in trap damage in new quests would be a good thing.
As long as they take care to make sure the quest can still be completed without a trapper.
Why does everything hang when I try editing posts so I have to post edits as a second post :(
They broke edit at some point to get it to work right click edit button and open in new window
Damien_Vampyre
03-31-2015, 04:36 PM
Brilliant idea.. make a rogue absolutely necessary. so we have 30 lfm's all looking for a trapper for hours.. yes I realize ppl splash rogue or arti. but not all of them actually have the high skill some traps require.
and the hireling trappers? right. GL with that. trap not deadly enough for you? don't make toons with evasion. Run on elite/ epic elite and run through the trap before trappers disable them. If anything.. why not ask them to randomize traps. wouldn't that make more sense? Just my 2 cents.
lyrecono
04-01-2015, 06:19 AM
I appreciate you increased the XP value for doing traps but it's not changed much. Too many toons can still just run through them. When I started playing DDO players were wary of traps. They could easily wipe out a toon. It used to be that only Evasion toons with high reflex would survive. Now it's like any sort of evasion or high PRR can walk through any trap.
Please make those of us who build in trap skills useful again by making traps deadly again.
traps are deadly, maybe it's time to accept that out triple-triple completionist toons have just become that good?
Pug sometimes, you'll see people standing still in front of a trap, waiting for some one to set it of/ disarm it.
i personally worked hard to overcome these obstacles (the dev's sprinkle over the quests) with ease, quest too long didn't bother, not enough time kind of mentality.
If it takes to long to find a good party (because apparently i can't handle myself on my own), i get bored and go play something else.
Having a rog in the party for the added 30% is nice but we did tr lives before that and we managed just fine.
Suggestions like these have a nasty side effect, they back fire:
Game to easy? (back when cap was 20), mob hp and damage inflated, result: arcanes and divines instakilling everything instead of allowing melee's in the party (IQ spiders? old epic content ran by instakill casters for scrolls?)
Game too easy? epic content beefed up to stupid levels, result--> monckers and shiradi sorcs only EE parties.
Be careful what you ask for
ssHarlock
04-03-2015, 04:07 AM
I don't agree with more deadly traps.
The reason for that is because there very few good trappers specialy on low lvl quests that you don't know if your trapper has high int to search for it, if he has high ref to pass it cause box is on the other side etc. You can see if some1 is trapper or not on heroic elite Von 5 for bravery, reflex dc 41, high dc for search etc.
Also we should stop thinking of the game for ourselfs, there are newcommers who find it hard to get a good guild with decent buffs, random gear simply does not exist, they can't craft or they don't even know that craft exists and they don't know the basics of the game, like search is int based and u can buy heroism and int potions to find the trap box.
And for those who think the game is easy, make a new character to a new account with 28 point build without joining a guild, find 5 more people like you and try to run kobold assault on elite.
Talon_Moonshadow
04-03-2015, 09:33 AM
I don't agree with more deadly traps.
The reason for that is because there very few good trappers specialy on low lvl quests that you don't know if your trapper has high int to search for it, if he has high ref to pass it cause box is on the other side etc. You can see if some1 is trapper or not on heroic elite Von 5 for bravery, reflex dc 41, high dc for search etc.
Also we should stop thinking of the game for ourselfs, there are newcommers who find it hard to get a good guild with decent buffs, random gear simply does not exist, they can't craft or they don't even know that craft exists and they don't know the basics of the game, like search is int based and u can buy heroism and int potions to find the trap box.
And for those who think the game is easy, make a new character to a new account with 28 point build without joining a guild, find 5 more people like you and try to run kobold assault on elite.
These are some of the reasons I say that deadly traps should be for optionals, not for completion.
I think high DC trappers should have a place to shine and be desired.... but not required.
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