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  1. #1
    Community Member Alrik_Fassbauer's Avatar
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    Default I'd like to do Holy and Unholy traps as a Rogue

    Hello,

    scavenging trap parts from disabled traps results in trap parts that can't be used, as i have never found them in the barter window.

    As a result, I suggest that Holy traps and, as a counterpart, Unholy Traps should be made possible. The parts are there.

    I'd like to use that against demons and devils like in the uest "Devil Assault".

    This would be great for solo play, and for slow groups.

    Alrik
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

  2. #2
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    I'd love for those trap parts to have a purpose, for sure.
    They're very rare though, so if they become useful, we'd run out quickly enough.

    I'd also love more options for spell traps.
    Give damaging traps some hefty level of scaling while you're at it.

    Alternatively, Cannith up all the trap parts.
    One type of Cannith essence, one type of trap part.
    Enthusiasm enthusiast enthusiast.

  3. #3
    Community Member Bunker's Avatar
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    Trap making opened up some real possibilities for Rogues but fell short due to lack of updating.

    Trap such his web, glitterdust, grease, ottos dance are actually quite effective. By using magical trap Parts you can turn those Scrolls into traps.

    As far as damage traps go they really fell short and don't scale well with the game.

    If trap making was available with new spells and Scrolls that are used at higher levels I think there could be some real possibilities for mechanics with solid crowd control and damage from trap making.
    Mothergoose - Kardinal - Bunks

  4. #4
    Community Member Alrik_Fassbauer's Avatar
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    Yes, Spell Traps would be a great thing, imho !

    "Hold Person", for example.
    "You are a Tiefling. And a Cleric, with the Domain of the Sun. Doesn't that contradict each other ?" "No, all my friends are playing evil. I found that so boring that I decided to be on the good side. And, besides, Sun and Fire, where is the difference, really ?"

  5. #5
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    Traps need a overhaul in general. Especially in the damage department. I can understand that it's not that easy, as traps are consumables that can be hoarded by the thousands, that there needs to be several other passes parallel to traps (like Mechanic Tree), and you shouldn't expect the same results as maximized, empowered, heightened, etc. SLAs (at least without enhancements), but currently damage traps barely work satisfyingly at normal difficulty.

    So even if there were [un]holy traps, they would be not worth the time crafting and setting them. That effort and action points would have been spend better otherwise.

    As a rogue, I usually only use web traps. They're reliable, even work on elite, only need 2nd level spell scrolls, and have a favorable result.


    I'd be fine if you could only have 3 or so traps out, if it would up the damage of traps and/or if you could make a remote activation, so that damage traps can hit as many mobs as possible. Or having active damage traps damage every enemy once that enters their area for 10 seconds as long as the damage would be even nice in endgame.
    Heck, use flame traps that give dots, cold traps that slows down, electric traps that can stun, acid traps that gives destruction, I mean, combing damage and effects would feel much more like a trap. Or give us these huge sprays that always shoot out in the dungeon! ;D

  6. #6
    Community Member Valerianus's Avatar
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    rogue was conceived, rightfully, as a class with tools. tricks. variety. stealth, traps, granades. but this concept was abandoned and ignored. let's not forget rogue is the original "granade thrower" class in ddo i had a lot of fun, when i started playing years ago, bringing down with fire granades those packs of zombies that were dangerous and difficult for me to kill, when i happened to solo on normal with my 1st life ungeared rogue. mines too! boom! then i did some experience in the game and forgot about it, mines and granades are useless later on. damage too low. also, playing in a party makes "stationary" mines clunky to use.


    back on topic, i won't hold by breath for a sudden change in development, promote variety again, but about your needs, glitterdust and web traps work really well. for devil assault, try a couple of glitterdust traps in the center, blinded mobs give you defence (miss chance) and offence (vulnerable to sneak attacks) at the same time. the irony, magical traps work and are still useful nowdays and taking improved traps from mech tree has sense if you want to use them or if your build has AP to spare, just because they are bugged. been bugged for a long time, years. they are using the same dc as elemental ones. that is, based on disable device skill. so they scaled properly by accident thru the years\new content\stat infation\new gear\etc etc etc. originally, on paper, they would be totally useless if not bugged. a happy accident that pushed the game in the right direction. scaling.
    Last edited by Valerianus; 09-08-2020 at 04:00 AM.

  7. #7
    FreeDeeOh PsychoBlonde's Avatar
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    Having the damage traps fire several times would be nice. I'd also like to see more artificer spells like Flame Turret.

    But, yeah, there are several gameplay "modes" that are deprecated to uselessness right now for various reasons: summoning/pets, traps, stealth.
    Kimmeh--Lehren--Natheme--Arekkeh--Daiahn--Yesminde
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