- Make the traps objects that can be recovered with Trap Disarm and then have a Trap Set talent to place them.
- Have a Trap talent category that is similar to Alchemist's Infusion category. Different types of traps would be different talents and would cost stamina and/or stun for a short while (like Meditation).
Rogues, traps and dodging spells
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Rogues, traps and dodging spells
One of the classes I have dabbled with is the Rogue class. The class description and some source-peaking looks like more trap control including setting them is down the line, and thought that I would start a discussion on what people would like to see in the trapping department. Someone else had mentioned a Trap Avoidance talent instead of Trap Disarm, which I think would be quite nice. On the trap creation side I see two possibilities:
<DarkGod> lets say it's intended
Re: Rogues, traps and dodging spells
Given that surviving by traps alone would be extremely difficult and the number of talents a rogue would already have to buy into separate talents for different sorts of traps would probably be overkill, but one talent for placing traps would certainly be reasonable
Re: Rogues, traps and dodging spells
Why would it be harder than surviving normaly ?
Obviously you cant rely on them full time but you could have things like multiple trap setting, trap "launcher", .. to facilitate your life.
As for magic, the spells (some of them) use projectile too, you'll notice them.
Some move slowly, like fireflash, it can be possible to dodge it, although the area of effect is big.
I am planning on giving some class (rogues fit the bill quite well, meta/temporal school mage too) a "bullet time" talent that slows all projectiles in a zone, making dodging easy, maybe even throwing them back
Obviously you cant rely on them full time but you could have things like multiple trap setting, trap "launcher", .. to facilitate your life.
As for magic, the spells (some of them) use projectile too, you'll notice them.
Some move slowly, like fireflash, it can be possible to dodge it, although the area of effect is big.
I am planning on giving some class (rogues fit the bill quite well, meta/temporal school mage too) a "bullet time" talent that slows all projectiles in a zone, making dodging easy, maybe even throwing them back
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Rogues, traps and dodging spells
I'll admit I hadn't given the concept of a trap launcher consideration.
With it then traps just become another interesting sort of projectile weapon but without it, using it on mobs which are disinclined to move such as archers or mages could be deeply problematic.
With it then traps just become another interesting sort of projectile weapon but without it, using it on mobs which are disinclined to move such as archers or mages could be deeply problematic.
Re: Rogues, traps and dodging spells
Well traps are not an all emcompasing anwser too, they can be fine against melee and weak against ranged, you also have stealth to close the distance.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Rogues, traps and dodging spells
Rogues can really benefit from some "tricky" talent to counter ranged attackers and all that "run-or-die" type of encounters. I imagine "poison-brewing" talent, which turns regular potion into its evil twin, so it can be thrown for some effect (manaburn potion for mages, dim vision for archers, smoke to provide cover for quick escape). Each subsequent level of talent could add a new type of potions to rogue arsenal, or just make potions more potent with added duration or splash-damage.