Limits on poison vines/trap damage
Moderator: Moderator
Limits on poison vines/trap damage
Out-of-depth protection would be swell for traps, especially poison vines. Some of them hit very, very hard (enough to kill a new player from max health). I've had to warn anyone I suggest the game to about poison vines. This is also an issue for Shalore, who can neither heal nor remove the poison with their starting inscriptions, only shield through it. I think dying to a dungeon feature is really off-putting for new players.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Limits on poison vines/trap damage
Or just get rid of them. I really don't see what poison vine traps add to the game.
Re: Limits on poison vines/trap damage
The only trap I ever found useful are teleportation traps in ADOM ^_^.
IMHO traps should be something rare, to protect special area's (like the mana temple and pyramid in ADOM).
In vaults, for example, traps make sense.
However, I would not mind to see traps removed from all other area's (especially the early game zones).
Traps are very good at killing escorts, but I do not see them do much else (except maybe kill archers by making them dance over them).
IMHO traps should be something rare, to protect special area's (like the mana temple and pyramid in ADOM).
In vaults, for example, traps make sense.
However, I would not mind to see traps removed from all other area's (especially the early game zones).
Traps are very good at killing escorts, but I do not see them do much else (except maybe kill archers by making them dance over them).
Re: Limits on poison vines/trap damage
True! Most of the pure damage traps are very dull. More interesting dungeon features would be a really cool addition; that was one of my favorite parts of ADOM.Grey wrote:Or just get rid of them. I really don't see what poison vine traps add to the game.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Limits on poison vines/trap damage
True, one thing ToME4 lacks that a few other roguelikes do well is dungeon features. Things that provide random boosts, or have special area effects. Perhaps something for discussion in another thread though...