I know there are a number of threads asking IF there will be traps and locks in the game and it seems to me that there actually will be.
The next question I have is about the incentives: in DDO there was bonus XP provided if you successfully disarmed all the traps in a dungeon. It made playing a Rogue incredibly fun as it added a whole meta-game to it.
Do you think Neverwinter will also provide such incentives? Sure there may be the odd extra chest we'll be able to unlock, but what about some reward for keeping your party safe and disarming all the traps in an instance?
Albeit, its not a real game-changer for me as I'll have fun playing that role as a rogue regardless. But I do know that many groups will be eager to just rush and plow their way through an instance as quick as they can, giving little time or attention to non lifethreatening traps.
imho the most important incentive is necessity, if you can just go around the trap or worse yet run through it will no problems - why even bother taking a rogue.
Agreed. In order for the rogue to stay true to its role mechanic, the traps have got to be a lot more damaging.
Sure there has to be a balance for those wanting to solo through content, but it would be nice when a group runs through a dungeons for them to exclaim "we should've brought a rogue..."
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade! Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
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dcacentricMember, Neverwinter Beta UsersPosts: 11Arc User
edited February 2013
I don't know if you actually asked whether or not there are going to be traps, but at 0:49 into the Control Wizard class preview you see the wizard blink to avoid what looks like a dart trap. If you already knew, sorry for the redundant comment. I think it would be quite awesome for rogues to have a utility within the dungeons besides our beast dps. I whole heartily agree with your comment Jadescimitar.
there are two ways to make traps useful, either optional areas with a really high cahnce of good loot guarded by traps or locked treasure chests (requriing a rogue), or only have traps in dungeons and not int he open world (eg. in places where you need a group)
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
edited February 2013
Based on STO and CO needing combat for advancement of XP, I find it highly unlikely we'll get XP from disarming traps.
Wait, did I write disarming traps and not IF we could disarm traps? Oh well, too lazy to correct that so guess I'll let it stay
omenMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 3Arc User
edited February 2013
True in ddo most of the time it was just faster the run though them.
I hope they make them a bit more deadly. Or at least have two routes though quests one way with a deadly trap and a second longer route that involves fighting your way for groups without a rogue.
True in ddo most of the time it was just faster the run though them.
I hope they make them a bit more deadly. Or at least have two routes though quests one way with a deadly trap and a second longer route that involves fighting your way for groups without a rogue.
One thing I used to like about my Ranger/Shadowdancer (with plenty of points spent in rogue cross-class abilities), was the ability to be very versatile, and disable most traps, while also being able to rig a door or bridge to be uncrossable except by a skilled rogue. While to my understanding, the 4th edition removes any semblance of being able to do this, I do hope that the rogues at least are required to get the best treasures out of a dungeon. A boss will not likely carry his most valuable possession. It would probably be in the treasure vault nearby, which would be a death trap. So I'd say a resounding yes in agreeing that there should be incentive to have rogues as much as there is to have a priest.
Funniest moment while RPing in a dungeon:
An inquisitive wizard wanders through a doorway, getting blasted by a deadly fire trap, and killed. The priest goes through the process of reviving the poor soul. The ranger speaks up,
"I'll disable the..." There's a click, and the sound of spikes shooting from a concealed trap, which kills the most arrogant paladin any in the party knows "... traps."
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iamtruthseekerMember, Moonstars, Neverwinter Beta UsersPosts: 0Arc User
One thing I used to like about my Ranger/Shadowdancer (with plenty of points spent in rogue cross-class abilities), was the ability to be very versatile, and disable most traps, while also being able to rig a door or bridge to be uncrossable except by a skilled rogue. While to my understanding, the 4th edition removes any semblance of being able to do this, I do hope that the rogues at least are required to get the best treasures out of a dungeon. A boss will not likely carry his most valuable possession. It would probably be in the treasure vault nearby, which would be a death trap. So I'd say a resounding yes in agreeing that there should be incentive to have rogues as much as there is to have a priest.
Funniest moment while RPing in a dungeon:
An inquisitive wizard wanders through a doorway, getting blasted by a deadly fire trap, and killed. The priest goes through the process of reviving the poor soul. The ranger speaks up,
"I'll disable the..." There's a click, and the sound of spikes shooting from a concealed trap, which kills the most arrogant paladin any in the party knows "... traps."
Actually, a five person team is required to get the best treasures out of the dungeon.
It'll be a task for a lot of the people making content. Im curious how long it would take a rogue to address it. If it adds 20% or more to the time to get through the adventure-- it might be done once or twice. If there is no extra reward (bonus xp) it will probably be the last time that group tries going it 'that' way.
Same with puzzles. I wonder if they are just going to get downvoted. After you know the solution it just becomes a memory test.
Comments
Sure there has to be a balance for those wanting to solo through content, but it would be nice when a group runs through a dungeons for them to exclaim "we should've brought a rogue..."
This city promises death for the meek, glory for the bold, danger for all, and riches for Jade!
Elven Trickster Rogue: Two-bladed elf, tons of stabby stabby and that sort of thing...
| R. A. Salvatore | My Minions | Forgotten Realms Wiki | Elven Translator |
Wait, did I write disarming traps and not IF we could disarm traps? Oh well, too lazy to correct that so guess I'll let it stay
I hope they make them a bit more deadly. Or at least have two routes though quests one way with a deadly trap and a second longer route that involves fighting your way for groups without a rogue.
There are ways....
*The cleric beams up mysteriously*
Funniest moment while RPing in a dungeon:
An inquisitive wizard wanders through a doorway, getting blasted by a deadly fire trap, and killed. The priest goes through the process of reviving the poor soul. The ranger speaks up,
"I'll disable the..." There's a click, and the sound of spikes shooting from a concealed trap, which kills the most arrogant paladin any in the party knows "... traps."
Actually, a five person team is required to get the best treasures out of the dungeon.
Same with puzzles. I wonder if they are just going to get downvoted. After you know the solution it just becomes a memory test.