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  1. #1
    Community Member kafrielveddicus's Avatar
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    Default Is Trap Damage fixed with update

    Can anyone let the community know if trap damage has been returned to its previous state???
    Guild: PD Halls of Valhalla on Ghallanda Level 63, Website: http://valhallans.proboards.com/
    Casualnarc Epic TR 2nd Life Level 9, Repentnarc 16, Gatlingnarc 15, Snipernarc 14, Banknarc 13, Airnarc 12, Braverynarc 11, Lednarc 11, Tempestnarc 11, Holynarc 9, Repeatnarc 6, Ebuttonnarc 6 <-ALL WITH ZERO DEATHS

  2. #2
    Community Member kafrielveddicus's Avatar
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    Does anyone know???

    The Truth is out there!!!
    Guild: PD Halls of Valhalla on Ghallanda Level 63, Website: http://valhallans.proboards.com/
    Casualnarc Epic TR 2nd Life Level 9, Repentnarc 16, Gatlingnarc 15, Snipernarc 14, Banknarc 13, Airnarc 12, Braverynarc 11, Lednarc 11, Tempestnarc 11, Holynarc 9, Repeatnarc 6, Ebuttonnarc 6 <-ALL WITH ZERO DEATHS

  3. #3
    Community Member Elyanna's Avatar
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    This wasn't any update. It was weekly maintenance. Nothing is changed during this timeframe.
    Got a question the answer may be on the wiki! http://ddowiki.com

  4. #4
    Community Member WeaselKing's Avatar
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    Comment withdrawn after further investigation.
    Quote Originally Posted by Milamber69 View Post
    Please forgive my personal attack, I was high on Platypus Venom at the time.

  5. #5
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    Quote Originally Posted by WeaselKing View Post
    Comment withdrawn after further investigation.
    Not really.....

    http://forums.ddo.com/showpost.php?p...8&postcount=77
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  6. #6
    Community Member IronAngel's Avatar
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    Trap damage is fine. Get a rogue and disable the trap. Stop running through all traps because of the lack of consequences.

    Oh my, you mean we might actually have to play them game!

  7. #7
    Hero uhgungawa's Avatar
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    Quote Originally Posted by IronAngel View Post
    Trap damage is fine. Get a rogue and disable the trap. Stop running through all traps because of the lack of consequences.

    Oh my, you mean we might actually have to play them game!
    Sure, bring your rogue into monastary on elite and get the traps
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  8. #8
    Community Member kafrielveddicus's Avatar
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    Quote Originally Posted by IronAngel View Post
    Trap damage is fine. Get a rogue and disable the trap. Stop running through all traps because of the lack of consequences.

    Oh my, you mean we might actually have to play them game!
    Do some research(Read my Sig), I lead a permadeath guild and we go slow and do all traps, it's the traps that you have to go thru first that I am concerned with, losing a toon to a trap that does 500 points of damage and you have to go thru it with a 5% chance of instant death is not good for permadeath!!!
    Guild: PD Halls of Valhalla on Ghallanda Level 63, Website: http://valhallans.proboards.com/
    Casualnarc Epic TR 2nd Life Level 9, Repentnarc 16, Gatlingnarc 15, Snipernarc 14, Banknarc 13, Airnarc 12, Braverynarc 11, Lednarc 11, Tempestnarc 11, Holynarc 9, Repeatnarc 6, Ebuttonnarc 6 <-ALL WITH ZERO DEATHS

  9. #9
    Founder Matuse's Avatar
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    I have no problem with traps being dangerous, but there is a point where the lethality is out of control.

    I was doing Tangleroot on elite, which is a level 8 equivalent quest. The spiker traps near the boss were hitting for 350. That's way too much.

    A rogue is very helpful to have on a quest...it should not be a requirement.

  10. #10
    Community Member PCNONSENSE's Avatar
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    I like the traps to be lethal on elite. It SHOULD be deadly.

    Just my 2cp!!!

  11. #11
    Community Member BurningDownTheHouse's Avatar
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    Caged trolls elite, spike trap in the hallway, DC higher than 29 (as in 29 failed it), 250 damage.
    It will kill any level equivalent rogue...
    I don't think many rogues have 29 or better reflex saves at level 8.
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  12. #12
    Community Member kafrielveddicus's Avatar
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    Ok so i misunderstood, thought there was an update yesterday but it was just maintenance.

    Anyone know if they have a planned date to fix this, it simply will make permadeath play impossible in some quests, and just for all those ready to say they want traps to be deadly so people dont run thru them, these deadly traps also have a negative effect on players theat dont run thru them(and have rogues in their party for disabling)!!!
    Guild: PD Halls of Valhalla on Ghallanda Level 63, Website: http://valhallans.proboards.com/
    Casualnarc Epic TR 2nd Life Level 9, Repentnarc 16, Gatlingnarc 15, Snipernarc 14, Banknarc 13, Airnarc 12, Braverynarc 11, Lednarc 11, Tempestnarc 11, Holynarc 9, Repeatnarc 6, Ebuttonnarc 6 <-ALL WITH ZERO DEATHS

  13. #13
    Community Member xtchizobr's Avatar
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    Quote Originally Posted by Matuse View Post
    A rogue is very helpful to have on a quest...it should not be a requirement.
    why not? everyone considers a healer to be a requirement.

    the fact is that, with six slots per party, you have more than enough room to make a well balanced team of players with skill sets available to perform in every area. dungeoneering should be assumed to mean the threat of traps just as much as the certainty of hostile monsters and the need to heal wounds that result from the combat.

    maybe it's not been spelled out in the game, but even as a relatively new player, i caught on that "elite" does not simply mean "increment dungeon encounter level". elite doesn't mean "just get a higher level group and bumble around like usual". normal mode is incredibly generous. hard mode is pretty average for a pug. elite is and *should* be punishing for flawless performance, and merciless against mistakes.

    you'd think that places like dictionary.com didn't exist...

  14. #14
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    Quote Originally Posted by xtchizobr View Post
    why not? everyone considers a healer to be a requirement.
    "Everyone" absolutely does NOT consider a "Healer" a Requirement. Many of us are quite self sufficient, thank you.

    the fact is that, with six slots per party, you have more than enough room to make a well balanced team of players with skill sets available to perform in every area. dungeoneering should be assumed to mean the threat of traps just as much as the certainty of hostile monsters and the need to heal wounds that result from the combat.
    Yes, it is possible to wait around for hours to fill a group with your picture perfect concept of the Perfect Party. However, I prefer to have fun playing the game rather than Waiting around. I never want to wait around for a rogue.... Or a Cleric.... Or a Wizard... Or anything....

    maybe it's not been spelled out in the game, but even as a relatively new player, i caught on that "elite" does not simply mean "increment dungeon encounter level". elite doesn't mean "just get a higher level group and bumble around like usual". normal mode is incredibly generous. hard mode is pretty average for a pug. elite is and *should* be punishing for flawless performance, and merciless against mistakes.

    you'd think that places like dictionary.com didn't exist...
    It is possible to have the traps be incredibly Dangers and NOT be Instant Death.
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    Quote Originally Posted by Severlin View Post
    We don't envision starting players with Starter Gear and zero knowledge playing on Hard or Elite.
    Sev~

  15. #15
    Community Member Baahb3's Avatar
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    This comes down more to the traps that cannot be disabled, like the Test of Agility and swim areas in the Crucible.

    Evasion/Improved Evasion will only get you so far, eventually you will fail a save.
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  16. #16
    Community Member kafrielveddicus's Avatar
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    So has anyone seen any sort of a response from a DEV on these trap issues, if so please post a link!!!
    Guild: PD Halls of Valhalla on Ghallanda Level 63, Website: http://valhallans.proboards.com/
    Casualnarc Epic TR 2nd Life Level 9, Repentnarc 16, Gatlingnarc 15, Snipernarc 14, Banknarc 13, Airnarc 12, Braverynarc 11, Lednarc 11, Tempestnarc 11, Holynarc 9, Repeatnarc 6, Ebuttonnarc 6 <-ALL WITH ZERO DEATHS

  17. #17
    Community Member IronAngel's Avatar
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    Quote Originally Posted by Bootlipp View Post
    I like the traps to be lethal on elite. It SHOULD be deadly.

    Just my 2cp!!!
    I agree traps should be deadly on elite!

    That is why it is ELITE!
    Last edited by IronAngel; 11-03-2009 at 02:01 PM.

  18. #18
    Community Member IronAngel's Avatar
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    The idea of deadly traps encourages but does not force the use of rogues in a group. Now for a permadeath group, make sure you have a rogue. As for everybody else, if you choose to go in without a rogue that is fine, but don't complain about the damage that you recieved because of it. Non perma-deathers can get rezzed fairly easily. I know a lot of people who just run through traps and wait for heal ups or die and accept a rez on the other side. This can still be done, so what is the problem, too many deaths?

    Stop Zerging!!

  19. #19
    Founder Matuse's Avatar
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    why not? everyone considers a healer to be a requirement.
    I don't. At least not for most quests. Yes, you need to be able to replenish hitpoints, but there's plenty of ways around that without a Cleric/FvS/Bard.

    Does it make things less ideal? Sure. But they aren't a requirement. Traps that insta-kill people who are 7 levels above the elited version of the quest? That makes rogues into a requirement, and that's bad game design.

    Sure, some traps can be avoided, but others can't. To revisit tangleroot, when you're on the section to recover the war plans from the 3 lieutenants, one of them is up the ramp from the cavern shrine, past the double slicing blades and the ramp of spinning blades. Well, those slicing blades CANNOT BE AVOIDED. Their save DC is up around 25, and even when you make the save, they hit for about 100 points. It's basically impossible to run through there without being hit twice (at least, with 15% striding, haste, and expeditious retreat, I couldn't do it). How many people around level 7 have over 200 hp? Not many.

    I know a lot of people who just run through traps and wait for heal ups or die and accept a rez on the other side. This can still be done, so what is the problem, too many deaths?
    You know a lot of folks at level 8 who can raise dead, do you?

  20. #20
    Community Member kafrielveddicus's Avatar
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    Again, I ask have the devs commented on this problem anywhere or are they just ignoring it!!!
    Guild: PD Halls of Valhalla on Ghallanda Level 63, Website: http://valhallans.proboards.com/
    Casualnarc Epic TR 2nd Life Level 9, Repentnarc 16, Gatlingnarc 15, Snipernarc 14, Banknarc 13, Airnarc 12, Braverynarc 11, Lednarc 11, Tempestnarc 11, Holynarc 9, Repeatnarc 6, Ebuttonnarc 6 <-ALL WITH ZERO DEATHS

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