What the heck is up with scaling? Lately when doing quests I'll see a trap in advance. Sure, whatever. I cast resist energy relevant to the trap, which gives me 84 points of damage resistance versus that trap (guess what level I am? ). Sure, that should keep me alive. I time my run through the trap. I fail (thanks to lag, one usually has to run in half a second before the trap finishes, so the server sees you run through while the trap is off), sure no big deal, I'm protected, right? I fail the save. Yeah, I'm a cleric, that's expected. I get hit twice by the same trap. This is the first ***? I can understand making the trap come from both sides so it hits for sure, fine. Sure, whatever. Anyway... The trap ends up hitting me for about 150 damage. That's enough to override my protection and kill me in the same go. Geez! And this is a level 7 or level 8 quest?
I remember traps being this hard right when DDOU came out, and then it was scaled down, (perhaps not enough, but it was managable) but now traps seem to cause some massive damage once again. And what's worse, many rogues are unable to find/disable them. The only solution? Time perfectly or die. No ifs, ands, or buts, even if you have protection spells. Traps are supposed to keep out mooks, not heroes!
Other scaling issues... Why do monsters seem to get like 200hp at around CRs 7-10? Simple stuff like skeletons seem to have oodles of HP, despite not having con scores.
I dunno... The game just seems really difficult all over again except for totally twinked characters.