Traps as in previous threads have very little impact on teh player enviroment and experience. a few suggestions
Let traps reward XP.
let disabling traps be able to give crafting items.
have a small chance % of disabling traps to give a rare or epic item
have traps give achievements
make traps lethal, with a small % of instant death depending on character level, or just increase the amount of HP lost.
Give traps a more tactical use, let players have to think not zerg past them. this would be good for the foundary as well.
I'd be happy with just some XP from disabling them and hopefully being able to scale them in the foundry.
There were actually some traps in the campaign dungeons that dealt a huge amount of damage but you probably never walked into them lol I did on purpose to see what the damage was like. We'll have to see what direction they go with that but the XP reward should be there for sure.
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ashrox10Member, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 0Arc User
edited February 2013
I'd like to see traps really having an effect on the players during dungeons / quests. I haven't had access to Beta yet so I can't judge what it's like at the moment, but when I dive into The Foundry I'm expecting being able to drop deathly traps.
hope there is a large variety of traps as well... all the elemental damaging types...energy draining and attribute damage... even magical summonings ... always fun to see a demon pop up in front of u when u stop taking the time to search out traps
since i cannot start a thread yet i found this and thought i would use it,
i know the devs have other things on there mind right now but i was just wondering is anything getting done with traps??
as of now i see no point in disarming any traps,
true they do hurt as iv seen a guardian run right through 4 and left with about a third of his health left but........
this does not stop them they still just keep doing it, as the healer will heal them,
even after finding people just run around them cos they dont even wait for rouge to disarm even if u have to get hurt they still dont wait,
i even see rouges just running through them cos there is no incentive to disarm them at all,
so again i was wondering if there plans for this in future? maybe take away the red markers except for rouges??? or start making them insta kill or poison that cant be cured?? another option that i would like is when rouges disarm the traps they gain parts and maybe can make traps of there own? anyway just thought i would bring this up again
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btking01Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 5Arc User
Comments
There were actually some traps in the campaign dungeons that dealt a huge amount of damage but you probably never walked into them lol I did on purpose to see what the damage was like. We'll have to see what direction they go with that but the XP reward should be there for sure.
PvE Enthusiast.
i know the devs have other things on there mind right now but i was just wondering is anything getting done with traps??
as of now i see no point in disarming any traps,
true they do hurt as iv seen a guardian run right through 4 and left with about a third of his health left but........
this does not stop them they still just keep doing it, as the healer will heal them,
even after finding people just run around them cos they dont even wait for rouge to disarm even if u have to get hurt they still dont wait,
i even see rouges just running through them cos there is no incentive to disarm them at all,
so again i was wondering if there plans for this in future? maybe take away the red markers except for rouges??? or start making them insta kill or poison that cant be cured?? another option that i would like is when rouges disarm the traps they gain parts and maybe can make traps of there own? anyway just thought i would bring this up again