I feel like the biggest current problem with traps is that we need to make more of the stronger traps per set because making more of the weaker ones is currently more cost effective, also the traps need a damage increase whether this comes from the mechanic PrE or a feat you can take or a sepperate enhancement line I don't care. Also mechanics need to either be able to make more traps per set than other rogues or the traps need higher DC's, maybe even both since currently the mechanic line isn't really useful.
It might help that I'm Mechanic II over on Lamannia. Playing with it some more though, there are a few times I'll do a trap and get nothing where I know I got a part before. These are also the traps where I'm typically only getting a few parts at a time, and not 10+ parts.
So, maybe trap box parts are actually rolling against a table, and the mechanic line gives a bonus to that table roll. On one of the table is 0 parts, on the other is some max value for that level of trap. After a certain point, the bonus always passes all the 0 part entries.
Anyway, just a thought.
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
On your first point, I agree the resources required to the output received doesn't make sense. The binding resource will be the elemental trap components unless they become purchasable. Based on prior posts by Coldin, his hypothesis on the linear nature with unconfirmed in brackets[], and my own testing we have:
Resources Grenades Mines
10 10@2d6 (ml2) [5@10d6]
25 10@4d6 (ml4) 5@15d6 (ml5)
50 10@6d6 5@20d6 (ml7)
75 [10@8d6] 5@25d6
100 10@10d6 (ml10) [5@30d6]
Grenades can be used with UMD by non-rogues, mines by rogues only.
This results in binding resource efficiency (total d6/resources) of:
Resources Grenades Mines
10 2.0 [5.0]
25 1.6 3.0
50 1.2 2.0
75 [1.07] 1.6
100 1.0 [1.5]
I am reserving judgement on the damage increase until I figure out whether they use real d6 like weapons or fake d6 like spells.
Short of only allowing device access to mechanics, I don't see any quick fixes. The int mod on crossbows just isn't enough to overcome the slow rate of fire of repeating crossbows, even if you spend the extra feats.
One thing that could work would be to make be able to make bolts instead of (or in addition to) grenades, but then I think you are going to have more difficult game balance issues due to the fire rate.
MadFloyd, will traps be adjusted at all in the current downtime? It would be wonderful to know whether to start collecting new data, or continuing building on the old data...
Release Notes:
Trapmaking
Prerequisites: Trapfinding and any one of the following: Skill Focus: Disable Device, Nimble Fingers, or Least Dragonmark of Making
Benefit: You have learned enough about traps to be able to scavenge parts from them, and with the help of the Free Agents, can craft your own.
Special: Automatically granted to rogues at level 4.
If you successfully disable a control panel, if you possess the Trapmaking feat, you have a chance of receiving scavenged trap components. Higher base CR dungeons have higher chances of dropping scavenged components, and the Mechanic enhancement grants a further increased chance of getting components.
Characters gain scavenged parts based on the damage type of the trap, and will get a random amount of components (the maximum number you can receive from a trap is modified by the trap CR and your number of levels in trapfinding classes [that’s Rogue levels currently]).
Placed Trap DC's are based on your Disable Device skill (1/3, 1/2, or 2/3 based on No Mechanic, Mechanic I, or Mechanic II). Thrown grenades currently have static DC's that increase as the objects are made better.
A device workstation exists near the Free Agents vendor, and they have guides available at a small cost in their shop.
Commentary: Since parts scavenged is based on levels in trapfinding classes, there is almost no point in taking this as a feat. You have to have the levels to get the components. What's the point of giving prereqs if you aren't going to have any meaningful components?
Developers have listed and DCs is based on Specialization level. However, I still think mechanic is tremendously weak compared to assassin. Grinding parts is just too much of a chore. With 12th level rogue (mechanic 2) hitting 9 boxes in Bounty Hunter, I am averaging about 24 parts per run spread across Mechanical, Cold, Force, Poison, and Acid.
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer
Thanks Madfloyd, appreciate the update and commitment to let us know. However, without further tweaking the game will presumably perform as it is on Lamannia now which means Poison Trap parts drop, but the Device will not accept them. (It gives a message you don't know what to do with the xx poison trap parts.)
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In my opinion, make materials and generic (i.e. lesser fire) soul gems purchasable, and increase the damage/utility of the traps; either that, or get going and add something worthwhile to try and get as a trap. The way things are, I don't see any reason for players to put all that effort into obtaining what is essentially scrolls with higher DCs.
Based on your feedback, we've made the following changes:
- Increased the placed trap damage from 10d6 / 15d6 / 20d6 / 25d6 / 30d6 to 10d6 / 20d6 / 30d6 / 40d6 / 50d6.
Increased the area of effect of all placed traps, but higher grade placed damage traps have even larger areas of effect. (The third and fourth tiers are "large" traps, and the fifth is "huge".)
- Increased rogue grenade damage from 2d6 - 10d6 to 2d6 / 6d6 / 12d6 / 20d6 / 30d6.
Increased the reflex saves associated with the grenades to 12 / 16 / 20 / 24 / 28.
- Poison traps now drop magical trap parts.
Oooooh! Me likey! Big boom!
Any chance for one of these?
http://www.youtube.com/watch?v=i20zvZ-3MMw
Oooo...I am liking those changes. I still want to do some direct testing with them of course.
I especially like the area of effect increasing with the trap quality. The damage seems to scale up much nicer too, and is no longer a linear curve with grenades. It's still a linear progression with mines, but I'll overlook that for the time being since the deadly traps damage has been increased by double and has a "huge" area of effect.
I wonder how large a "huge" area of effect is?
Edit: Oh, and good change on the poison traps dropping magical trap parts. I wouldn't have minded seeing some poison traps, but this change should let low level rogues pick up magical trap parts easier. Still a problem with the DC's of magic traps being pointless at higher levels though...
Last edited by Coldin; 06-11-2010 at 04:00 PM.
RedShirt / Roleplayer of Giant Slayers, Inc. on Thelanis, formerly Tharashk.
Member of the DDO Player Council
Coldin-Artificer; Lynton-Bard; Alydyn-Swashbuckler;
Takai-Monk; Rosein-Paladin; Ellyiana-Cleric; Aurixs-Sorcerer