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Thread: Deadlier Traps

  1. #1
    Community Member cjhume3's Avatar
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    Default Deadlier Traps

    I would like to see deadlier traps. I don't know how many groups the I have joined that have skipped the rogue for another class, since the traps were easy to get through or bypass with enough evasion or hp.

    Spiked or blade traps that possibly stunned, paralyzed or harried you while passing through, long enough for the trap to respring and cause more damage. Maybe even poisoning them would be a change to.

    It just seems that most rogue are often ignored because the traps just aren't challenging enough or don't enough damage until they are on elite or epic levels.

    I personally prefer rogues in parties, not only for traps, but they are awesome DPS.
    Greyven, Jodas, Shaddok, Bastilllus

  2. #2
    Hatchery Founder Glenalth's Avatar
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    I'm a bigger fan of making traps more random, than just more deadly. There has bee a bit of that in the past with traps that appear on different difficulties ore just a chance that a trap will be in a certain spot. Now I'm not talking about totally random trap locations here, I understand how difficult that is to implement in a game that has very varied terrain and spaces.

    But instead make the trap locations able to spawn several types of traps, possibly multiples. So instead of coming to that hallway in front of the shrine and knowing that it's going to spray you with poison, you might get hit with spikes, blades, air jets, an alarm, an explosion, or any number of other effects we already have in game.

    You will still get parties that will know that there "might" be a trap there, but they would not know if they needed to jump over it, stick to the wall, or sprint through to get past it safely until they actually set it off.
    Glenalth Woodwalke ■ Preston the Ranger ■ Brisqoe the Dentist ■ Prescription Liberator
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  3. #3
    Community Member cjhume3's Avatar
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    Yes random trap placement and spawning would be better!
    Greyven, Jodas, Shaddok, Bastilllus

  4. #4
    Community Member sephiroth1084's Avatar
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    I want 4 things from traps to make rogues a bit more desirable (from a skills perspective):

    1) randomized trap locations
    2) traps that combine damage with some form of CC (Grease is okay, but easily dealt with; air jets work but are annoying; the minefield in Undermine was pretty good for this, if somewhat...overdone)
    3) traps that alter the way the dungeon plays (such as a falling floor you won't be avoiding that doubles the length of the quest: bring a rogue for a 20 min quest or spend 40 minutes doing it)
    4) traps that offer a great, continued threat (the blades in VoD are a decent example, as dealing with monsters and a nasty boss and deadly traps can make things very difficult, though not impossible, even on elite)
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  5. #5
    Community Member Roronoa177's Avatar
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    I personally feel that the game is balanced now as it is. If traps were to made too deadly or its became a necessity to hv rogues, then most standard LFM pug group instead of now jz waiting for clerics, now hv 2 wait for rogue, thus doubling the waiting time.

    Bt DDO is balanced in the way that a group is not absolutely dependent on one class to complete quests except in certain quests. No melees available? Let d firewalls go burning, baby.

  6. #6
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    Elite traps are pretty deadly, no? Or do HP increase faster than damage at higher levels?

    I don't remember the last group I was in where there wasn't someone other than me that could disarm traps. (I'm sure there's been a few.)

  7. #7
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    Default Stun traps

    I think traps that stun or trigger a Hold person spell followed by Mob attack would be kind of fun
    Teleport traps would also be fun separate the party then mob attack

    /keep this going lets think of more ways to kill us good fun

  8. #8
    Hatchery Founder
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    Traps that debuff would certainly be a nice way to encourage more trap disabling. They already have some Disjunction traps, so they could expand on those. Maybe a trap that hamstrings anyone caught in it, or slows down their attack speed.
    RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
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  9. #9
    Community Member Gauthaag's Avatar
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    i would add traps that sink mana from casters or trap triggering various summon spells

  10. #10
    Community Member Sarisa's Avatar
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    Quote Originally Posted by underpants View Post
    I think traps that stun or trigger a Hold person spell followed by Mob attack would be kind of fun
    If I remember correctly, a few of the rune traps in the Subterrane do this. The skeleton priests and wizards like spamming dispel as well.

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