*Please* nerf Explosion traps.

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

Message
Author
eliotn
Wyrmic
Posts: 244
Joined: Mon Sep 26, 2011 1:49 pm

Re: *Please* nerf Explosion traps.

#31 Post by eliotn »

I agree that playing with none of these traps is currently more fun. Traps conflict with the philosophy of autoexplore. Traps are also an annoyance outside of combat. Same thing goes for field effects which damage or disease the player, they should be used to add flavor and possible tactical implications, not to harass the player with damage.

I think trapped rooms could be a vault, as an alternative to monsters. Basically, there are some tempting high level vault items that can be seen, but you need to pull a lever to access them. Pulling the lever triggers the trap that you need to survive somehow to get the items.
I second the idea of trap-wielding monsters, as it would make for interesting combat. This would still make trap detection and disarm talent useful, as a counter to these monsters. The traps could be set during combat or pre-set around the monster, but when the monster is killed these traps should disarm themselves.

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

Re: *Please* nerf Explosion traps.

#32 Post by peaceoutside »

I think giving rogue-type enemies a high chance of having cunning/traps talents would be pretty cool. Esp. if normal traps weren't everywhere all the time.

Stepping on a trap would go from "ugh, auto-explore annoyingly stopped again" to "uh-oh there must be a stealthed rogue nearby."

Post Reply