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  1. #41
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    traps should do more damgae on all levels


    Beware the Sleepeater

  2. #42
    Community Member Quarterling's Avatar
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    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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  3. #43
    Community Member Shade's Avatar
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    Quote Originally Posted by smyter View Post
    Challenge Accepted!

    At the end on Von3, in the marut room, where is a safe spot to stand to receive zero damage when the room gets electrified?
    mm you ask the one specific trap I already gave an answer to.. Read up a few posts.

  4. #44
    Community Member Lyzern's Avatar
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    Quote Originally Posted by Shade View Post
    Your solo'ing elite difficulty, and often succeeding.. Yet you think the problem is that you got killed by a trap?
    <Snipity>
    +1

    To the OP: This is DDO, you need tactics to survive, not just zerging through mobs and traps and smashing doors.
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  5. #45
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    Quote Originally Posted by Shade View Post
    Name the specific trap and ill tell you a safe way to dodge/navigate it.
    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.

  6. #46
    Community Member count_spicoli's Avatar
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    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.

  7. #47
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    Default Traps with boxes should do more damage and be harder to avoid

    Quote Originally Posted by Sircowdog View Post
    This is really more along the lines of what I was thinking. The penalty for for failing to disarm or 'dodge' or evade traps seems far far out of whack when compared to the difficulty of the rest of the quest. An elite run which is 5 levels below a character is a complete breeze with the only exception being the traps. If the quest is meant to be so **** difficult(as many of the people in this thread have stated) then why isn't the ENTIRE quest as difficult and as punishing as the traps?
    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.

  8. #48
    FlimsyFirewood
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    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.

  9. #49
    Community Member Maitland's Avatar
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    Quote Originally Posted by FlimsyFirewood View Post
    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.
    Very well said....omgomg...i died..traps is the suxs,lmao
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  10. #50
    Community Member Dragavon's Avatar
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    Quote Originally Posted by FlimsyFirewood View Post
    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.
    Ooooh, I love you Flimsy

  11. #51
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    Quote Originally Posted by FlimsyFirewood View Post
    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.
    + a lot.
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  12. #52
    Community Member Requiro's Avatar
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    Quote Originally Posted by FlimsyFirewood View Post
    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.
    +1 to you sir!

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  13. #53
    Community Member Bladedge's Avatar
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    Quote Originally Posted by FlimsyFirewood View Post
    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 second this quote.
    And so do these guys:
    HEY, I'M TRYING TO SOLVE THAT!
    STOP TOUCHING MY PUZZLE!
    TOUCH MY PUZZLE ONE MORE TIME AND YOU'LL BE SORRY!
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  14. #54
    Community Member somenewnoob's Avatar
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    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.

  15. #55
    Community Member Fejj's Avatar
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    Quote Originally Posted by FlimsyFirewood View Post
    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.
    Thank you!

  16. #56
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    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.

  17. #57
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    Quote Originally Posted by FlimsyFirewood View Post
    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.
    That comment has my official seal of approval.
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  18. #58
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    Quote Originally Posted by FlimsyFirewood View Post
    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.
    *cries tears of joy. thankyou flimsy.
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  19. #59
    Community Member Shade's Avatar
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    Quote Originally Posted by svinja View Post
    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.
    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.

  20. #60
    Community Member Sarisa's Avatar
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    Quote Originally Posted by FlimsyFirewood View Post
    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.
    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.

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