Trap ideas

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Freddybear
Wyrmic
Posts: 201
Joined: Wed Dec 06, 2006 6:58 pm
Location: Mordor, Ohio

Re: Trap ideas

#16 Post by Freddybear »

Gandolfo wrote:They add a layer of difficulty. That I think is the general point. I don't particularly care for walking into autokillers but knowing there are traps and playing around this fact can be a challenge. Also gives you another weapon to use against tough monsters.
That's one of the things I was liking about ToME4 - most of the PITA "challenges" had been removed (like cursed gear of uselessness or food clocks...) Please don't add them back in on a whim.

Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: Trap ideas

#17 Post by Zaive »

If there are boulders, I want to see a berserker smash through one. :o
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: Trap ideas

#18 Post by Sirrocco »

Yeah, I'm going to have to say that the lack of "and now you suffer" traps is nice. Damage traps are enough of a punch that it's worth figuring out ways around them, and summoning traps put you into "interesting" situations, but in both cases you take your hit and then you're pretty much done. TOME4 doesn't need TOME2-style traps, and it certainly doesn't need to add "and some manner of dealing with traps" to the list of "things each viable character *must* be able to do" like TOME2 had.

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