*Please* nerf Explosion traps.

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Kalirion
Wyrmic
Posts: 265
Joined: Mon Aug 26, 2002 6:46 am

Re: *Please* nerf Explosion traps.

#16 Post by Kalirion »

Never had much trouble with the delayed explosion traps - maybe I've been lucky.

I'm glad the arcane damage spinning beams traps are getting nerfed.

The one I really want to be changed is the nature damage trap that activates if you are anywhere in the vicinity. All the other traps (except for spinning beam obviously) you have to step on to trigger. Once found, auto-explore does its best to avoid them, and all is fine. But the nature traps completely kill autoexplore. They are almost harmless damagewise (except to escortees!), but extremely annoying.

Dark God, if you're reading this, please make the nature damage traps activate only when stepped on, like the freeze traps.


BTW, I wouldn't be so sure about these traps ignoring enemies. I think they sometimes do damage the enemies, the game log just doesn't show it. But I've seen enemies with reduced health for no other reason than an explosion trap going off nearby, and the ice trap freezes some of them as well.

Also, has the SVN version fixed the bug of sliding pebble trap not becoming visible upon being triggered? Its extremely annoying to have autoexplore run over the same trap over and over and over instead of just going around.

Atarlost
Sher'Tul Godslayer
Posts: 1973
Joined: Sat Apr 26, 2003 7:38 pm
Location: GMT-8:00

Re: *Please* nerf Explosion traps.

#17 Post by Atarlost »

I'm going to say let traps go the way of the selling minigame.

They're annoying and not fun and rarely dangerous (except apparently explosion traps for some users). They interfere with autoexplore, especially the poison vines, gas traps, and the shifting rock ones that autoexplore doesn't bypass unless you have trapfinding because they don't get discovered on activation.

They can only be mitigated with a wand or a (usually) locked talent tree that is based on the most common dump stat. My experience with the wands is rather worse than ghostbuster. More like trigger trap -> equip trap destruction wand -> wait for cooldown -> fail to destroy trap -> return to step 3.

As in classic D&D traps really only exist to give the roguish classes something to disarm, but unlike classic D&D you aren't a four man adventuring party of fighting man, magic user, cleric, thief. There is no point of balance to be found where traps are relevant enough to be interesting but not so debilitating that trap handling is not mandatory. Just let it go to the great sacred dairy farm in the sky with inventory limit driven selling trips, identifying every little piece of garbage you find, haggling, stair scumming, and rolling stats.
Digitochracy
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magelike
Halfling
Posts: 109
Joined: Mon Sep 26, 2011 4:31 am

Re: *Please* nerf Explosion traps.

#18 Post by magelike »

I would love to see traps disappear forever.

eeviac
Low Yeek
Posts: 7
Joined: Wed Aug 15, 2012 2:49 pm

Re: *Please* nerf Explosion traps.

#19 Post by eeviac »

I registered for this forum to, uh, register my dislike for Tome's traps. Holy cow are they ever annoying. Constantly interrupting autoexplore and stunning and freezing and poisoning and randomly nuking me for 70% of my HP. Right now I exclusively play classes that can get 3 points into trap detection before leaving trollmire, just so I can get rid of the stupid things.

Smauler
Low Yeek
Posts: 6
Joined: Thu Aug 26, 2010 5:13 pm

Re: *Please* nerf Explosion traps.

#20 Post by Smauler »

I don't see how traps add anything to the gameplay.

My last skele mage died to one, after running over it a few times on autoexplore. When it hit him, it hit for 550 arcane damage.

I know I should have manually managed the trap, but it's not fun.

I think I'm going to start playing with the notraps addon, tbh - I just don't enjoy them at all. I don't mind dying to random stuff, as long as the random stuff is interesting. Traps are boring.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: *Please* nerf Explosion traps.

#21 Post by bricks »

I'm surprised a bugfix release didn't come out, given how badly overpowered some of the traps are. Many are heavily nerfed in svn.
Sorry about all the parentheses (sometimes I like to clarify things).

Sayan
Yeek
Posts: 12
Joined: Sun Oct 07, 2012 5:07 pm

Re: *Please* nerf Explosion traps.

#22 Post by Sayan »

The problem is only with autoexplore I if it's not fixed yet.
Explosion traps actually give you plenty of time to get away. If you just walk 4-5 turns in front of rare or even some nasty regulars consequences will be the same.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: *Please* nerf Explosion traps.

#23 Post by Sradac »

necroed?

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: *Please* nerf Explosion traps.

#24 Post by SageAcrin »

Badly necroed.

I don't even mind the things anymore. They still do a bit more damage than they should at the high end, feels like, but outside of the pet class types, it's really not a big deal, and the delay between trigger and explode was doubled since the thread was created, I believe.

peaceoutside
Halfling
Posts: 96
Joined: Tue Sep 11, 2012 10:21 pm
Location: Earth
Contact:

Re: *Please* nerf Explosion traps.

#25 Post by peaceoutside »

There's still issues with auto explore, resting and minions. Even in the svn, these are pretty big issues.

I'd really like explosion trap fireballs to act similar to hostiles. You cannot rest or auto explore if your player can see them.

Resting near one with lots of minions can cause them to trigger the trap multiple times as they dance around. Rest near unknown explosion trap with minions active -> die.

Even without minions, auto explore can sometimes put you in a position where multiple fireballs hit you all at once. Trigger trap -> auto explore -> die.

noxnoctum
Higher
Posts: 69
Joined: Thu Aug 30, 2012 8:50 am

Re: *Please* nerf Explosion traps.

#26 Post by noxnoctum »

I agree that poison/nature traps are massively annoying. Especially when a level is clear and yet you keep walking through it setting it off autoexploring. They don't even cause much damage, they're just irritating.

I agree with the suggestion to make them a one-shot deal. Maybe up their lethality to compensate.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: *Please* nerf Explosion traps.

#27 Post by Mewtarthio »

They already are pretty much a one-shot deal. Or rather, a three-shot deal. Once the spore's unleashed three charges, it won't fire any more unless you step on it again. You can deliberately make it waste the rest of its charges by dancing in and out of the cloud's radius, if it's that inconveniently located.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: *Please* nerf Explosion traps.

#28 Post by bricks »

I was under the impression that the spores re-launched after the initial round if you came into line-of-sight of the trap.

Do these traps really add anything to the game? I could see them being fun in vaults, but generally my experience has been limited to 'gee, auto-explore broke again'.
Sorry about all the parentheses (sometimes I like to clarify things).

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: *Please* nerf Explosion traps.

#29 Post by jenx »

I also think they add nothing. Just remove them.
MADNESS rocks

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: *Please* nerf Explosion traps.

#30 Post by tiger_eye »

bricks wrote:Do these traps really add anything to the game? I could see them being fun in vaults, but [...]
jenx wrote:I also think they add nothing. Just remove them.
fyi, you can remove them yourself by using the "No traps" addon (vault will still have traps though):

http://te4.org/games/addons/tome/no-traps

The addon is addicting once you start using it.
darkgod wrote:OMFG tiger eye you are my hero!

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