I want to increase the damage of traps in foundry. It's too low!!
How can i do it?
Thanks!
Post edited by gennarova on
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Comments
gornonthecobMember, NW M9 PlaytestPosts: 421Arc User
edited July 2014
You can't. Traps in foundries have been horribly nerfed so that we can't troll players.
I too wish they would make traps a threat. As they are now, they aren't worth the using up your detail limit.
They don't use up your detail limit. Traps have a separate budget.
[SIGPIC][/SIGPIC]
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imaginaerum1Member, NW M9 PlaytestPosts: 378Arc User
edited July 2014
Traps overall are a topic that I really wish they would re-examine.
Overall, traps are so weak that many don't even bother looking for or avoiding them. This has two big negative effects:
1) Rogues, the only class able to remove traps, have one of their major features effectively rendered pointless, and
2) Certain Foundry concepts are no longer available, because players just ignore the traps.
I've played another D&D MMO where traps can be absolutely lethal, and it was lots of fun. Sure, getting killed by a trap sucks, but there's always that bit of warning there if you don't rush on in, and it makes it so that rogues have a definite and desired role in any party. I can't count the number of times I saw someone tell someone else "Hey, what are you doing? Let the rogue go first!"
When they gimped traps here, they took out another of the key concepts that defines D&D. I really wish they'd fix that.
Traps overall are a topic that I really wish they would re-examine.
Overall, traps are so weak that many don't even bother looking for or avoiding them. This has two big negative effects:
1) Rogues, the only class able to remove traps, have one of their major features effectively rendered pointless, and
2) Certain Foundry concepts are no longer available, because players just ignore the traps.
I've played another D&D MMO where traps can be absolutely lethal, and it was lots of fun. Sure, getting killed by a trap sucks, but there's always that bit of warning there if you don't rush on in, and it makes it so that rogues have a definite and desired role in any party. I can't count the number of times I saw someone tell someone else "Hey, what are you doing? Let the rogue go first!"
When they gimped traps here, they took out another of the key concepts that defines D&D. I really wish they'd fix that.
To be honest most the traps in that game were pointless too and could be easily avoided. If I was going to use traps in a foundry I would honestly use the spike traps that pin you in place in the middle of a narrow corridor with ranged mobs spawning at either end that need to be killed in an ambush style encounter. Probably the nastiest way of using a trap possible atm.
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imaginaerum1Member, NW M9 PlaytestPosts: 378Arc User
...
If I was going to use traps in a foundry I would honestly use the spike traps that pin you in place in the middle of a narrow corridor with ranged mobs spawning at either end that need to be killed in an ambush style encounter. Probably the nastiest way of using a trap possible atm.
Except that all you have to do to get out of that is /stuck...
Comments
I too wish they would make traps a threat. As they are now, they aren't worth the using up your detail limit.
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Overall, traps are so weak that many don't even bother looking for or avoiding them. This has two big negative effects:
1) Rogues, the only class able to remove traps, have one of their major features effectively rendered pointless, and
2) Certain Foundry concepts are no longer available, because players just ignore the traps.
I've played another D&D MMO where traps can be absolutely lethal, and it was lots of fun. Sure, getting killed by a trap sucks, but there's always that bit of warning there if you don't rush on in, and it makes it so that rogues have a definite and desired role in any party. I can't count the number of times I saw someone tell someone else "Hey, what are you doing? Let the rogue go first!"
When they gimped traps here, they took out another of the key concepts that defines D&D. I really wish they'd fix that.
To be honest most the traps in that game were pointless too and could be easily avoided. If I was going to use traps in a foundry I would honestly use the spike traps that pin you in place in the middle of a narrow corridor with ranged mobs spawning at either end that need to be killed in an ambush style encounter. Probably the nastiest way of using a trap possible atm.
Except that all you have to do to get out of that is /stuck...
Not much you can do to stop people from cheating with console codes if they're available.
Wait... using /stuck (a regular command, not a console hack) to get out of a bugged trap is cheating now?
If you are not perma stuck, yeah, it is.
You do realize that those spikes rooting like that in Foundries is a bug, right? It's quite possible for those spikes to permaroot you.