Originally Posted by
Sircowdog
No, I think that the traps are hitting too hard. The penalty for failing to dodge or disarm the trap, or to bring a rogue, has a severity that is not in line with the rest of the difficulty of the quest. The problem lies specifically with the traps, but generally with the balance of elite difficulty.
I can get through 90% traps on any difficulty without a rogue on some of the gimpiest built toons in the game... use of mario type antics if need be.
Either turn down the damage on the traps, or turn up the rest of the quest so that elite is actually the realm for groups only, on par with quests that absolutely require multiple people for levers/buttons. Even then I wouldn't think its good design, in a game as variable as DDO, to force groups to bring a specific ability(in this case, trap disarming) in order to progress. Because then instead of allowing players to make choices, the game is forcing it on them.
I agree they should adjust the rest of the obstacles (the mob) up a tad...
I'm curious why you think this. I could understand if such traps could be avoided with a different type of penalty if you decided not to deal with them, such as additional enemies, less loot, being forced to take the long way around, or turning off the trap with some ridiculous puzzle, etc. Or if the ability to disable traps was available to every class of every build, similar to how deathblock/deathward is available to everyone to prevent instant death spells. In all honesty, a rogue hireling solves all of this. I'm not sure why Turbine has limited them to TP purchase only, since you can get every other style of hireling(and thus every other role) without spending TP.
90% of the traps in game may be avoided... I do not know how many people I've tried to show such to but even "rogues" do not pay attention.
I don't want you to think that I'm outright disagreeing with you. In fact, I'm curious what you mean by 'dodging' traps. The first part of my reply is aimed mainly at game design theory and how I think DDO is failing in this one small area(the rest of the game is incredible!) But I'm also still learning alot about the game; trying to find out if there are other ways around the traps on elite.
Most all high powered traps you can find the safe spots around them. timing and movement (running, jumping) will get you around them.
You mentioned 'dodging' traps, can you explain the fundamentals of doing it? From what I've seen the network code of DDO is a bit off. Even with a ping under 100ms(averaging around 70) with no dropped packets I often see mobs warping, blade traps hitting me long after I've cleared them, etc. I've tried correctly timing my movements through them, inching forward to get them to go off when I'm out of range, and jumping over(this is the most successful).
You're already discovering such... go back and play some more go learn first hand.
I've also wondered why trap locations aren't random. I understand it has something to do with the coding of the dungeons.
Early dungeons were all static... it is the instance engine design they use. There are no random generation and even those quests which appear to have some random aspects ... really do not, they select from multiple instance designs of the same quest.
It sounds alot like a circular problem. If you want rogues to be useful and fun, traps have to super difficult. If traps are super difficult, you have to have rogues. The problem is that it makes people feel like they're forced to take a rogue instead of wanting them. A group should not require a rogue to 'save them', any more than they need any other class. That's my point in a nutshell.
Tread on shakey ground... no class in game should be a "requirement" yet at the same time all classes should add value. When you may do something completely with a single class and certain classes do a gamut of many things so well ... eventually the less resourceful classes become nothing but a flavour and useless in contribution and functionality they bring.