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View Full Version : Just Business trap bonus



vryxnr
06-27-2019, 11:17 PM
Sadly, the mines that Irk drops at the end fight (that automatically explode a few seconds later) count as traps. Thus if you get the ingenious (+30% exp) trap bonus on the way there, it will quickly go away and you get no bonus whatsoever. One trapper is not fast enough to disable them as he drops several in quick succession as he runs away. Best I could do is one disabled each time he ran before the rest exploded and removed our bonus. Perhaps with a full group of trappers who focused purely on disabling the mines as he drops them you could manage to keep up a trap bonus, but I don't see that happening.

Would it be possible (devs) to make Irks mines NOT count as traps for the trap exp bonus?

Dabima
06-28-2019, 09:57 AM
Sadly, the mines that Irk drops at the end fight (that automatically explode a few seconds later) count as traps. Thus if you get the ingenious (+30% exp) trap bonus on the way there, it will quickly go away and you get no bonus whatsoever. One trapper is not fast enough to disable them as he drops several in quick succession as he runs away. Best I could do is one disabled each time he ran before the rest exploded and removed our bonus. Perhaps with a full group of trappers who focused purely on disabling the mines as he drops them you could manage to keep up a trap bonus, but I don't see that happening.

Would it be possible (devs) to make Irks mines NOT count as traps for the trap exp bonus?

Unfortunately this is a problem in every single quest that has trap-laying enemies, such as ToEE, all of Wheloon, most of Sharn (goo traps), etc

Gabrael
06-28-2019, 12:25 PM
Sadly, the mines that Irk drops at the end fight (that automatically explode a few seconds later) count as traps. Thus if you get the ingenious (+30% exp) trap bonus on the way there, it will quickly go away and you get no bonus whatsoever. One trapper is not fast enough to disable them as he drops several in quick succession as he runs away. Best I could do is one disabled each time he ran before the rest exploded and removed our bonus. Perhaps with a full group of trappers who focused purely on disabling the mines as he drops them you could manage to keep up a trap bonus, but I don't see that happening.

Would it be possible (devs) to make Irks mines NOT count as traps for the trap exp bonus?

it's not just that,
1) Mobs that drop traps raise the amount of traps in the quest (and raise the amount of disable needed)
2) However disabling multiple of the same trap (from some mobs/some quests*) will only count the 1st time thus making it impossible to maintain the bonus as you lose it.

I noticed that happening with the some trapper mobs, but also the trap packs in the Slave lord series, if you find a bunch of cold traps pressure plates, they all will count individually, if more people join, and you find a new bunch of cold trap pressure plates, none of them will count when you disable them. as you are disabling the same traps twice