I think traps are underused as they could enforce rogue/hunter or similar class position in dungeons for extra loot,staying alive(if they are deadly). You could also make boss encouters involving them.
Similar you can add hidden or progress doors available for fighters (dungeoneering but with extra difficulty) to secure a position for them.
Post edited by ortzhy on
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nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited January 2014
Something quite sad is that TRs have disarm traps as a class power but outside of solo play (even then!) you really never use it at all.
I think dungeons need more traps which deal a lot more damage than they do now, and TRs should be able to disarm them even during combat.
Just make sure enemies don't decide to get stuck against a trap and wait for your to kill them (i.e. Fardelver Crypt bridge)
Something quite sad is that TRs have disarm traps as a class power but outside of solo play (even then!) you really never use it at all.
I think dungeons need more traps which deal a lot more damage than they do now, and TRs should be able to disarm them even during combat.
Just make sure enemies don't decide to get stuck against a trap and wait for your to kill them (i.e. Fardelver Crypt bridge)
I think in order to make trap disarming useful they would have to make insta-death traps that are hard to avoid but, should be avoidable just in case there isn't a Thievery based class in the party.
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nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited January 2014
Hm a bit like the blue fire surrounding the religion node in Spellplague - except that the trap should completely prevent the player from interacting/opening the chest unless the trap is disarmed.
Or maybe a shortcut through a dungeon with deadly traps which can only be (safely, without massive use of DC or pots) passed with disarming.
For the latter, there should be a way to make the monsters immune to the traps to minimize exploits of course.
Seriously, what i miss in this that i loved in DDO, was the traps for rogues, and magical doors and levers for arcane casters. Really want more then just skill nodes for resources with the class skill.
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theheroshieldMember, NW M9 PlaytestPosts: 24Arc User
edited February 2014
I agree entirely. This would make the TR a more viable class, so they aren't simply a runner or some sort of weird tank. I think only the traps that are in front of a chest should unavoidable, but there should be several traps in the dungeons (and including boss fight rooms) that deal much more damage. Half the time I run through the traps in a dungeon simply because taking the hit is simply more desirable than running around it. Traps should make your job a lot harder, not something simply a nusiance barely (or not) worth worrying about.
I also agree with a few insta-death traps although not too many, and certainly not in the regular (non-epic) dungeons.
Comments
I think dungeons need more traps which deal a lot more damage than they do now, and TRs should be able to disarm them even during combat.
Just make sure enemies don't decide to get stuck against a trap and wait for your to kill them (i.e. Fardelver Crypt bridge)
I think in order to make trap disarming useful they would have to make insta-death traps that are hard to avoid but, should be avoidable just in case there isn't a Thievery based class in the party.
Or maybe a shortcut through a dungeon with deadly traps which can only be (safely, without massive use of DC or pots) passed with disarming.
For the latter, there should be a way to make the monsters immune to the traps to minimize exploits of course.
Yeah mobs should be immune to their own traps.
I also agree with a few insta-death traps although not too many, and certainly not in the regular (non-epic) dungeons.