*Please* nerf Explosion traps.
Posted: Wed Jul 18, 2012 3:26 am
I'm not a major fan of the new traps, overall, after playing three characters through them-after the novelty wears off, they mostly seem to make the dungeons take twice as long. Tapping Z eight-ten times to get through poison traps, either teleporting across or slamming into boulder traps until it decides to let you through-and not everyone can teleport across-and while the svn version of spinning beam is fine, complaints about their older version are known. Oh, and Cold Flames traps do the same thing as the poison traps, except they don't kick on when you go past, but instead take twice as long to get through the first try.
And to say nothing of vaults. Like the ones where there's eight pieces of loot placed into small rooms full of enemies, each with a trap under them. These are currently a spectacular deathtrap. They aren't the only vaults that have become so thanks to complicated traps.
However, Explosion Traps are a problem. I have had my current character (http://te4.org/characters/10195/tome/f9 ... 62a42706a2) die more to them than *any other source*-namely, twice, so far, after Dreadfell.
The first time, autoexplore found a nice corner it really wanted to explore, and triggered it twice. I wasn't totally ignoring this-I had figured, okay, dangerous situation, Bone Armor for 600, should be okay.
It killed my 600 HP, my 600 Bone Shield and did enough extra damage to do 500 on top of that by my estimate.
The second time, in Dark Crypt, I *slightly* misjudged when the explosion would go off-and I think that, if you tap the same trap multiple times, the explosions all go off at the same time. The net result was that, when I tapped Z, thinking that I was going to get in slightly after the explosions I had triggered once, I died instantly as autoexplore walked onto the trap, triggered a second set, and they all went up at the same time. 800 damage, wham, dead, enjoy.
This is ridiculous. I'm going to run no traps until this gets fixed. Constant annoyance within reason I can respect, but these traps are adding relatively little strategic value-all of it slanted against you, unlike the nice double-edged value the old traps had, since they all ignore enemies. I don't know what a good way to improve traps is, but after giving them a very fair shake, and despite being someone who was literally never bothered by old traps, even growing to like some of them a bit, I have to say. This isn't it.
(And, yes, I could have had trap detection in some form... What good would that have done me? All of the problems, outside of Cold Flames, were caused by traps I knew existed, for this characters, and Cold Flames and the boulders are the least problem. If I had been able to disable Explosion Traps, I might have failed three times and overkilled the hell out of myself. That's...not an improvement.)
And to say nothing of vaults. Like the ones where there's eight pieces of loot placed into small rooms full of enemies, each with a trap under them. These are currently a spectacular deathtrap. They aren't the only vaults that have become so thanks to complicated traps.
However, Explosion Traps are a problem. I have had my current character (http://te4.org/characters/10195/tome/f9 ... 62a42706a2) die more to them than *any other source*-namely, twice, so far, after Dreadfell.
The first time, autoexplore found a nice corner it really wanted to explore, and triggered it twice. I wasn't totally ignoring this-I had figured, okay, dangerous situation, Bone Armor for 600, should be okay.
It killed my 600 HP, my 600 Bone Shield and did enough extra damage to do 500 on top of that by my estimate.
The second time, in Dark Crypt, I *slightly* misjudged when the explosion would go off-and I think that, if you tap the same trap multiple times, the explosions all go off at the same time. The net result was that, when I tapped Z, thinking that I was going to get in slightly after the explosions I had triggered once, I died instantly as autoexplore walked onto the trap, triggered a second set, and they all went up at the same time. 800 damage, wham, dead, enjoy.
This is ridiculous. I'm going to run no traps until this gets fixed. Constant annoyance within reason I can respect, but these traps are adding relatively little strategic value-all of it slanted against you, unlike the nice double-edged value the old traps had, since they all ignore enemies. I don't know what a good way to improve traps is, but after giving them a very fair shake, and despite being someone who was literally never bothered by old traps, even growing to like some of them a bit, I have to say. This isn't it.
(And, yes, I could have had trap detection in some form... What good would that have done me? All of the problems, outside of Cold Flames, were caused by traps I knew existed, for this characters, and Cold Flames and the boulders are the least problem. If I had been able to disable Explosion Traps, I might have failed three times and overkilled the hell out of myself. That's...not an improvement.)