
traps nerf
Moderator: Moderator
traps nerf
Hi.Please nerf fckn one-shoot traps.(generaly beam type)after update it became EXTREMLY DANGEROUS and my arcmage was oneshoted 3 times with full hp.I understand this is hardcore rouge-like rpg,but one thing u was instakilled by boss because u retard and another thing u was instakiled by trap wich u cant see just walking and u cant do anything to prevent it if u play mage class.traps must be dangerous and annoying but not deadly.its not YASD,its just completly unfair!!!! 

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- Wyrmic
- Posts: 249
- Joined: Sun Aug 15, 2004 1:19 am
- Location: Plainville, CT
Re: traps nerf
Actually, traps while being a bit more of a nuisance and requiring one to actually pay some attention to, are still just not really that bad, IMO. Sure they can kill you, but only if you're not paying attention.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"
--Rudyard Kipling, "The Cat That Walked By Himself"
Re: traps nerf
I find the beam trap confusing and probably the most offensive. Spinning lines do not project well onto grids.
Sorry about all the parentheses (sometimes I like to clarify things).
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- Uruivellas
- Posts: 717
- Joined: Mon Jul 16, 2012 6:03 pm
Re: traps nerf
The spinning beams used to be pretty crazy, but in b43 they're a lot tamer (plus they don't even turn on until you step on them). I'd say the worst is probably the ice beam, since you can get frozen to the ground and zapped multiple times, but you can always dance on the trap proper a bit to change its element.
Re: traps nerf
Yeah, freezing beam trap is quite dangerous, especially when you find one during a battle. But not too dangerous to nerf, I think - once frozen, you can teleport out or use wild infusion. Once I also almost got killed by what seemed to be two poison traps with overlapping regions - each of them dealt 30+ damage when I was about level 3-5, when I got out and used regen infusion, I was still losing hp really fast.
Re: traps nerf
The spinning traps should have a actual animation, as long as it doesn't interfere with the movement of the pc.
Something like a slower ray and a very fast (smaller) ray, or scorch marks, that goes up constantly over the zone the larger ray animation will go over due to the accumulated 'turns' of the pc movement, so that the play has some feedback of where it's actually dangerous to step on.
Something like a slower ray and a very fast (smaller) ray, or scorch marks, that goes up constantly over the zone the larger ray animation will go over due to the accumulated 'turns' of the pc movement, so that the play has some feedback of where it's actually dangerous to step on.
Re: traps nerf
^ actually a great idea. I failed to find out a way to visualize a ray properly while between turns, but that one does seem to make a lot of sense.
Re: traps nerf
Heh... I can never actually see the beam. At all. With minimum particles (0-1) and in ASCII, the things are basically invisible.
Frozen feet's annoying, but since the infinite damage stacking thing was fixed the beams are about as ignorable as the rest of the traps, from what I've seen.
Frozen feet's annoying, but since the infinite damage stacking thing was fixed the beams are about as ignorable as the rest of the traps, from what I've seen.
Re: traps nerf
Well traps are annoying because they are outside of combat and interfiere with autoexplore.
Re: traps nerf
The 1 scenario I can think of where traps become interesting is in the 2nd level of the maze where if your moving around enough they become part of the combat. Outside of combat if they kill you then it just frustrates people, if they don't then you can rest & they're just breaking the flow of the game. Thematically I love traps, they add a kind of flavour to the game I like. I think if they were more often part of combat then they'd be more meaningful.
Re: traps nerf
I don't have problems with traps for the most part. The only areas where they really end up being a big problem for me are the second level of the Maze (and I'm pretty sure it's intentional there, so I'm fine with that) and the Blighted Ruins. The ones in the Blighted Ruins seem unintentionally strong, being that you're in there at levels 1-3. I've had big nature damage burst traps in there hitting for about 25 damage a tick, and being big enough to practically fill the room. 25 damage is quite a lot for a level range where many classes might have less than 100 HP, not to mention that fact that other than with certain classes, undead races don't have an active healing option at those levels.
Otherwise, I generally don't have many problems with traps, other than them being a fast-travel nuisance in some places (I'm looking at YOU, Norgo's Lair poison plants).
Otherwise, I generally don't have many problems with traps, other than them being a fast-travel nuisance in some places (I'm looking at YOU, Norgo's Lair poison plants).
Re: traps nerf
Traps were removed from most zones in a recent SVN update (rejoice!).
Sorry about all the parentheses (sometimes I like to clarify things).
Re: traps nerf
Just got a delayed explosion trap on a recall portal, was surprised they could spawn on the same square. Of course didn't matter because he completed the quest on stepping on it. Still set of the trap. I wonder if it had been fatal whether it would of completed or failed or completed & failed.
Re: traps nerf
It probably would have LUA ERROR LUA ERROR LUA ERROR LUA ERROR LUA ERROR LUA ERROR LUA ERROR LUA ERROR LUA ERROR LUA ERROR LUA ERROR
Sorry about all the parentheses (sometimes I like to clarify things).