traps should do more damgae on all levels
traps should do more damgae on all levels
Beware the Sleepeater
Traps need to do more damage (maybe), have a higher save DC (maybe), and (beat dead horse alert!) be randomly placed.
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Can you give a safe way to navigate the Partycrashers trap (without a rogue to disarm half of it)?
Don't get me wrong, I agree with you completely, I'd just like to know how to navigate this trap.I've done it many times, both failing and succeeding (in getting to the safe spot), and every time it felt like the outcome was more of a matter of luck than skill.
Maybe you said it already but what quest was it you had the problem with? Were you 5 lvls above the quest on elite or what the quest is listed at on norm? If you really just want to solo it go back at lvl 20 and cruise thru. Guarentee you'll make it thru traps then.
1. The traps seem difficult to you because you lack evasion (and high reflex), lack disabling skills, and lack twitch skills. Build a char that can fix the first two shortcomings and you see that most traps are not that hard even without any twitch skills. But perhaps that character will not be able to zerg thru the rest of the quest as quickly or as easily as your FVS? You chose a build that made the rest of the quest easy except for the traps. Why would you be surprised when traps present an obstacle?
2. Evasion is in the game for a reason. Disabling traps is in the game for a reason. Choose not to have them in your character or in your party then be prepared for the consequences.
3. FVS can solo high level quests on elite and epic, yet you complain about the inability to get past some traps?
Traps and the ability to disable are some of the more unique features of DDO/DnD. Traps should be more of a factor in being able to successfully complete some quests/actions. As it is, disabling traps has been relegated to a minor xp bonus.
Traps on elite: working as intended.
Elite is not balanced for solo play. If you're out in elite all by yourself, then you have something to prove. Don't expect us to keep the kid gloves on.
I like killer elite traps. Even if I do get a little embarassed when I die in a level 8 elite quest.......at level 16! lol
Keeps me humble.
Elemental traps have to do extreme damage to be any real threat. With elemental absorption items like ring of the djinn, greensteel etc., and buffs like flame shield, anything less than 1k of damage isn't a threat if you're prepared for it, and if you're soloing an ELITE quest that means you've run the quest before so know the trap is there and should be prepared.
For FvS with death pact a trap is little more than an inconvenience anyway.
http://www.youtube.com/watch?v=zonbLF-NMZgOriginally Posted by Turbine
Ex Euro player from devourer: Charaters on orien(Officer of Under Estimated & Nightfox): Wrothgar, Cobolt, Shadeweaver, TheMetal, Metaphysical, Allfred, Razortusk and many more.
stuff by me: http://forums.ddo.com/showthread.php...02#post4938302
Partycrashers has a LOT of traps, which specific one?
But yea partycrashers is rather unique for traps in a few ways:
All the illusionarium ones are dodgable, or just automatically turn off when the correct mark is destroyed, which is usually doable without entering the trap. The hardest one would be where you need trueseeing to detect the mark.. But theres at trick for that - use a summon (anyone can get one at low lvl in tangleroot) and let it enter first.. If it enters first, the closest mark will always be the correct one, given some time the summon will even kill it for you.. Or you can carefully do so yourself to speed it up.
Also partycrashers traps - even the spikes are all WILL saves, as the are illusions.. So rogues are actaully very weak versus them due to that, (rogues have poor will saves usually).
The trap in teh 2nd half has a couple ways to deal with it:
1 - hit all the many many runes, no rogue skill needed tho youd need a char with some very unusual stat setup. (think its something like 18 in all 6 stats for normal heh)
2 - Just go around and jump up at the stage area.
Rogue skills actaully can't even disable that one, no box.
That's fine. Traps that can be avoided or disabled should be a threat.
What I would like to know is if the changes update 9 did to certain traps that cannot be dodged, avoided, or disabled is working as intended. The Jungles of Khyber (VoN3) electric trap is one example. The fire trap that hits the whole room in the end fight of Against the Demon Queen is another.