Improve Traps

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

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Demunddu
Posts: 4
Joined: Sat Jul 07, 2012 9:15 am

Improve Traps

#1 Post by Demunddu »

Not a lot of rogue players use traps so maybe they should be improved to make them more viable.

For example setting traps shouldn't break stealth and the player should be immune from being instagibbed by the explosion trap.

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

Re: Improve Traps

#2 Post by SageAcrin »

Maybe they should check Mindcrit.

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

Re: Improve Traps

#3 Post by tiger_eye »

This character was testing the "traps are weak/useless premise", and has killed most bosses via traps (including Wrathroot, Rantha, Abomination Rantha, The Master, Fyrk, backup guardians, and many others):

http://te4.org/characters/6887/tome/e4a ... 30790b181c

I just got Gravity Trap at level 40 (very awesome), so most of the damage throughout the game has been done using default traps, and they have been very effective and gratifying.

A main issue I currently have with traps is that Disarming and Catapult traps don't do any damage. Perhaps Disarming trap could do Acid damage, and maybe Catapult trap can do damage if it knocks an enemy into a wall. Catapult trap can actually be tactically very useful, so I would be okay if only Disarm trap was changed to do damage (disarming an enemy is, of course, occasionally useful too, but it is by far the trap I use the least).

A final suggestion is this: refund the stamina of traps that aren't triggered.
darkgod wrote:OMFG tiger eye you are my hero!

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