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  1. #1
    2015 DDO Players Council InsanityIsYourFriend's Avatar
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    Default Well a different approach on traps

    Can we change the trap DC to make them affective? probably but that just means more gear grinding
    how about.... make new types of traps that one would never expect
    more types of traps = good
    we have a lot of trap types but does EVERY poison trap spew spider poison? yes, how about a trap that spews sleep poison with another timed trap getting ready to kill everyone? seems legit


    HOW about a trap that cant be disabled, makes a floor move to reveal a cube of water, and you fall just for the floor to move back in place, now who wants underwater action? continue this by releasing a boss to attack the group while poor zerger is drowning?


    there are so many different types of traps that we already have, lets add more types so that people are afraid of traps again, as it is non disableable traps are well... too easy to get around, have some lever traps
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  2. #2
    Community Member Superspeed_Hi5's Avatar
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    Quote Originally Posted by InsanityIsYourFriend View Post
    HOW about a trap that cant be disabled, makes a floor move to reveal a cube of water, and you fall just for the floor to move back in place, now who wants underwater action? continue this by releasing a boss to attack the group while poor zerger is drowning?


    there are so many different types of traps that we already have, lets add more types so that people are afraid of traps again, as it is non disableable traps are well... too easy to get around, have some lever traps
    Non disabalable traps that cannot be avoided are a terrible idea. Do you want to actually beat the quest or are you just trying to waste your time and up your repair bill?

  3. #3
    Community Member Vint's Avatar
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    Quote Originally Posted by InsanityIsYourFriend View Post
    Can we change the trap DC to make them affective? probably but that just means more gear grinding
    how about.... make new types of traps that one would never expect
    more types of traps = good
    we have a lot of trap types but does EVERY poison trap spew spider poison? yes, how about a trap that spews sleep poison with another timed trap getting ready to kill everyone? seems legit


    HOW about a trap that cant be disabled, makes a floor move to reveal a cube of water, and you fall just for the floor to move back in place, now who wants underwater action? continue this by releasing a boss to attack the group while poor zerger is drowning?


    there are so many different types of traps that we already have, lets add more types so that people are afraid of traps again, as it is non disableable traps are well... too easy to get around, have some lever traps
    No thanks. Once this was implemented it would take 4 hotfixes and alot of downtime to get all the traps to be doing the proper amount of damage.

    P.S. Whats the sharn syndicate quest that you have to pick up the art? If I am not mistaken it is a level 6 quest on elite and each trap hits for over 200 hp if you dont make a save. Maybe it is just me but it seems over the top in there.
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  4. #4
    Community Member Esserbe's Avatar
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    On my current level 9/1 dwarf ranger/rogue, I've seen other similarly geared players at my level blow elite traps. You pretty much NEED +10 items, +5 tools, heroism pot, and +4 int pot/item, and +4 skill boost helps too; if I only had +7 items I wouldn't be quite as confident, if I had +1 or +2 tools I would be MUCH less confident. I have max ranks in DD and search, and good base int.

    I like traps, and I think there should be more and different ones, but making them extremely difficult to disable for people with level appropriate gear and buffs and skill boosts? A good way to encourage "we'll just avoid them" and marginalizing trap skills further, rather than encourage their use.

  5. #5
    Community Member Forzah's Avatar
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    Quote Originally Posted by InsanityIsYourFriend View Post
    Can we change the trap DC to make them affective?
    af·fec·tive (-fktv)
    adj. Psychology
    1. Influenced by or resulting from the emotions.
    2. Concerned with or arousing feelings or emotions; emotional

    Yea, I want emotional traps too!
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  6. #6
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    I want to see an Indiana Jones style trap where you grab the loot and then get chased out of the dungeon by a huge boulder. Or how about a star wars garbage compactor where someone has to sprint for the lever before everyone else gets squished?

  7. #7
    Community Member Talon_Moonshadow's Avatar
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    More trap variety is good.
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    ..., but I honestly think the solution is to group with less whiny people.

  8. #8
    Community Member Phidius's Avatar
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    Quote Originally Posted by Jatner View Post
    I want to see an Indiana Jones style trap where you grab the loot and then get chased out of the dungeon by a huge boulder...
    The problem with a game that relies on the players running the same quest over and over is that after the first time, Indiana would know to run TOWARD the ball, not away. Did he not see how the ball started out on a ramp with a gap in the middle!?!?!?

    By the way, you should run that Lordsmarch quest "Undermine".
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  9. #9
    Community Member KillEveryone's Avatar
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    There are already traps that can't be disabled. One I know about only protects a chest and isn't required to open so that trap can already be igored. It hits for a lot and will kill in one shot on elite even with protection and 30 point resist.

    Sharn traps will kill even with protection and 30 point resist.

    I don't mind radomized locations. I wouldn't mind seeing a wide variety of traps. I really don't mind elite traps being able to kill in one shot.

    I don't care to have traps that I can't disable while being unable to time/go around.
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  10. #10
    Founder, Alpha, Omega and Other Secret Things AnubisPrime's Avatar
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    I had a rogue that was all trapsmith...a one-trick-pony of sorts.

    He was able to disarm epic traps before they lowered the DCs.

    For me mediocrity with traps is fine, but there still should be those traps which can only be disarmed (or doors, chests, etc) by the most skilled trapsmiths. Maybe these tough traps should not be essential to the endgame of the quests (except for epic), but they should be there with reward for disarming such.
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  11. #11
    Community Member Forzah's Avatar
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    Quote Originally Posted by AnubisPrime View Post
    I had a rogue that was all trapsmith...a one-trick-pony of sorts.

    He was able to disarm epic traps before they lowered the DCs.

    For me mediocrity with traps is fine, but there still should be those traps which can only be disarmed (or doors, chests, etc) by the most skilled trapsmiths. Maybe these tough traps should not be essential to the endgame of the quests (except for epic), but they should be there with reward for disarming such.
    Sounds fair to me, gives a good reason to be a trapsmith.
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  12. #12
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    Quote Originally Posted by AnubisPrime View Post
    I had a rogue that was all trapsmith...a one-trick-pony of sorts.

    He was able to disarm epic traps before they lowered the DCs.

    For me mediocrity with traps is fine, but there still should be those traps which can only be disarmed (or doors, chests, etc) by the most skilled trapsmiths. Maybe these tough traps should not be essential to the endgame of the quests (except for epic), but they should be there with reward for disarming such.
    This would just promote Artificers to undisputed trap kings as they can actually get that level of ability while maintaining sufficient usefulness elsewhere. Face it, one trick pony rogues, generally repeater mechanics, are so outclassed by Arties in every area outside of those few traps to be little more than pikers in comparison.

  13. #13
    Community Member HernandoCortez's Avatar
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    Spinning blades! Make more traps with deadly spinning blades! Moar!

  14. #14
    Founder Hambo's Avatar
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    Quote Originally Posted by Vint View Post
    No thanks. Once this was implemented it would take 4 hotfixes and alot of downtime to get all the traps to be doing the proper amount of damage.

    P.S. Whats the sharn syndicate quest that you have to pick up the art? If I am not mistaken it is a level 6 quest on elite and each trap hits for over 200 hp if you dont make a save. Maybe it is just me but it seems over the top in there.
    Not a problem. I like the traps in Sharn.

    I primarily play Rogues, and more recently Artis. However, I can get through the traps on any Alt, if properly built. I may not get the optional XP but I can complete.

    There are locked chests elsewhere in the game that only a Rogue or Arti or someone who can "knock" are able to open. Some groups don't get that loot. Sorry.

    If your STR is high enough you can easily find out which piece of art opens the door... same with INT and DEX... You just have to figure it out. It's more a mental trap, if you catch my meaning
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  15. #15
    Founder Hambo's Avatar
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    Quote Originally Posted by Gremmlynn View Post
    This would just promote Artificers to undisputed trap kings as they can actually get that level of ability while maintaining sufficient usefulness elsewhere. Face it, one trick pony rogues, generally repeater mechanics, are so outclassed by Arties in every area outside of those few traps to be little more than pikers in comparison.
    When it comes to traps, Arties are not all that, let alone the additional bag of chips.

    A rogue usually has no problem having to run through a trap to get to it's disabling box.
    A rogue can usually survive an at-level disarm failure.

    Artis? I've had Artis get wiped by the above situations.

    The Reason? Arti's don't get evasion. Rogues do, at level 2, and greater evasion later as one of the class feats.

    I put Rogues at just a bit better with traps.

    Arti's do have other plusses, like the included distraction/Aggro magnet that is the iron defender, that keeps the mob busy whilst I *plink* and *spew* it to death (Runearm and R-Xbow).

    Now, as Arti spells only hit level 6, I'm building a Rog/Arti to see if the mutation works. So far it works nicely, although I imagine at some point I'll pick up a Runearm I cannot use because I don't have sufficient Arti levels, but those can be passed to my pure Artis
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  16. #16
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    Quote Originally Posted by Hambo View Post
    When it comes to traps, Arties are not all that, let alone the additional bag of chips.

    A rogue usually has no problem having to run through a trap to get to it's disabling box.
    A rogue can usually survive an at-level disarm failure.

    Artis? I've had Artis get wiped by the above situations.

    The Reason? Arti's don't get evasion. Rogues do, at level 2, and greater evasion later as one of the class feats.

    I put Rogues at just a bit better with traps.

    Arti's do have other plusses, like the included distraction/Aggro magnet that is the iron defender, that keeps the mob busy whilst I *plink* and *spew* it to death (Runearm and R-Xbow).

    Now, as Arti spells only hit level 6, I'm building a Rog/Arti to see if the mutation works. So far it works nicely, although I imagine at some point I'll pick up a Runearm I cannot use because I don't have sufficient Arti levels, but those can be passed to my pure Artis
    Yep, when fixing the mechanic PRE, for some reason the devs got cold feet and didn't give v2.0 evasion. Likely because they left v1.0 in the game for some reason.

    Otherwise they did a good job of making repeaters more than annoying noise makers, trap making more workable via the flame turret and blade barrier and added a nice collection of buffs to top it off.

  17. #17
    Founder Hambo's Avatar
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    Quote Originally Posted by Gremmlynn View Post
    Yep, when fixing the mechanic PRE, for some reason the devs got cold feet and didn't give v2.0 evasion. Likely because they left v1.0 in the game for some reason.

    Otherwise they did a good job of making repeaters more than annoying noise makers, trap making more workable via the flame turret and blade barrier and added a nice collection of buffs to top it off.
    1). Agreed, although the noise doesn't bother me so much anymore... Maybe I am suffering from "Artificer's Ear". Doesn't make Pale Masters any less annoying though... I can choose not to shoot

    2). Flame Turret is a summons, not trap making. As someone stated in another post elswhere, if you visit that plane you'll want to wear your asbestos undies, as there would be flame turrets as far as the eye can see.

    I actually think I'd like to see a PrE Arti buff that bumps up the Intim of the Flame Turret... I call it "Flaming Turrett's". As mobs approach the turret it starts spewing insults and taunts the mobs.
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  18. #18
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    Quote Originally Posted by Hambo View Post
    2). Flame Turret is a summons, not trap making. As someone stated in another post elswhere, if you visit that plane you'll want to wear your asbestos undies, as there would be flame turrets as far as the eye can see.
    Semantics really, a flame turret more or less does what trap making would, except in a way that doesn't get in the way of the game.

  19. #19
    2015 DDO Players Council InsanityIsYourFriend's Avatar
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    OKAY sorry i was not meaning to up the DC's! and the traps undisableable?! i meant things that ANYONE could get through unless solo ~sorry i like soloing and all but i rather a grp attempt~ like where someone gets stuck and group has to kill mobs so that way zerger cant help
    not like trap boom your dead haha i cant be disabled NOOOOOO i hate them!
    sorry bout confusion
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    Thanks for the report and Whoa.
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    This is talked about a ton, and nothing is concrete at this point. Enter bugs with examples. Tons and tons of bugs. Make Gazebo cry.

  20. #20
    Community Member Wickednisse's Avatar
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    Quote Originally Posted by Hambo View Post
    1). Agreed, although the noise doesn't bother me so much anymore... Maybe I am suffering from "Artificer's Ear". Doesn't make Pale Masters any less annoying though... I can choose not to shoot

    2). Flame Turret is a summons, not trap making. As someone stated in another post elswhere, if you visit that plane you'll want to wear your asbestos undies, as there would be flame turrets as far as the eye can see.

    I actually think I'd like to see a PrE Arti buff that bumps up the Intim of the Flame Turret... I call it "Flaming Turrett's". As mobs approach the turret it starts spewing insults and taunts the mobs.
    Okay, that was AWESOME. Seriously, +1

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