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Injury on Traps

hercules125hercules125 Member Posts: 427 Arc User
Currently, on preview, your character becomes injured on every hit from a trap - whereas before injuries only occurred on death. Was this done to make TRs more desirable on dungeon runs?

Several reasons I don't care for the change:
1. Most groups will probably continue to plow through dungeons rather than wait for a TR to disarm every trap along the way. Cant see groups sitting around.
2. There is a higher prevalence of traps in solo content than in dungeons, from what I've seen. I'm not going to search for a TR to accompany me on every solo instance.
3. It is very annoying to have to stop to deal repeatedly with injuries while solo playing. Just not fun.
And no, not every trap is avoidable - just the obvious ones with the tubes sticking out of the ground.
4. Forces me to spend gold on injury kits, when some of my toons need every drop of gold for healing potions.
This is going to be more the case with the nerf to lifesteal.

I would rather have more varied types of traps - like you see in the Indiana Jones movies. Maybe stuff like rockslides that force you to go another route. Or floods that push you 30 feet backwards. Can't see too many people liking this change.
Post edited by hercules125 on
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Comments

  • hmdq#4491 hmdq Member Posts: 508 Arc User
    edited February 2015
    1. Real traps hurt you know?!?
    2. More trs in pt its a good thing!!!
    3. This is not a solo game!!!
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited February 2015
    personally, I dont care about the advantage that rogues will have on other classes; a dungeon must have traps and that utility for rogues need exist. of course, need have a chance based in some status, and not 100%.

    die in traps and blame the rogue luck is hilarious. ahahah
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited February 2015
    burkaanc wrote: »
    and since when tiny metal spikes can pierce plate armor ?

    Tiny metal spikes are actually one of the most effective means FOR piercing plate armor. Arrows and crossbow bolts were extremely effective at piercing plate armor, not to mention bullets.

    So yeah, it actually makes a lot of sense.

    EDIT: And people, you can see most traps once you get close to them. Just don't Leroy Jenkins over them...avoid the traps. I've never encountered a single instance in this game where a trap was unavoidable.
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  • herundrionherundrion Member Posts: 238 Arc User
    edited February 2015
    Current traps on Live is why I deleted my first TR. I went into this game thinking: "Oh man, I get to be rogue and open chests for the team and disarm traps." Nope, not needed. Most can be avoided/walked over.
    So yeah, I'm all for more annoying traps.
    Add more unavoidable traps and make 'em hurt more. It'll be awesome.
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  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited February 2015
    People have been complaining that traps do NOT deal enough damage since beta. I think traps should be dangerous. It adds to immersion.
    //be careful what you wish for.
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited February 2015
    yes, but dont forget the context. we are dealing here with m1 / m2 when, to improve the participation of rogue without increasing the damage to inconceivable levels at the time, we suggest the traps.

    if the traps is not just a random block that will require me to stop the game to use a kit, ok.
  • totallynotfrishtotallynotfrish Member Posts: 89
    edited February 2015
    hquadros wrote: »
    1. Real traps hurt you know?!?
    2. More trs in pt its a good thing!!!
    3. This is not a solo game!!!

    1) Yep traps currently (on live) suck
    2) TRs are a good asset anyway
    3) I'd kind of say that is it. Most of the modules time spent is on solo stuff and tiamat had no partying

    I can see this being something that people don't care enough to take care for traps, but something annoying enough to be a pain.

    Side note: leadership gives plenty of gold. I have many thousands of gold.
  • two30two30 Member, NW M9 Playtest Posts: 1,168 Arc User
    edited February 2015
    I did some quick testing.

    1. It appears that each trap gives one type of injury, for example a body injury or a leg injury.
    2. Triggering the trap multiple times does not stack the injury.
    3. Your tactical (shift) skill prevents the injury... sometimes.
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  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited February 2015
    two30 wrote: »
    I did some quick testing.

    1. It appears that each trap gives one type of injury, for example a body injury or a leg injury.
    2. Triggering the trap multiple times does not stack the injury.
    3. Your tactical (shift) skill prevents the injury... sometimes.
    That's actually kinda cool. I like that traps are being given a bit more bite now. As long as the traps give an injury that makes sense (spiked floor traps should injure legs, not head, for instance), then I like it. And shifting as a sometimes, but not 100% way around it helps mitigate the "WE NEED A ROGUE NOW" that people will complain about.

    You say that triggering the trap multiple times does not stack the injury. Have you gotten the chance to test whether triggering MULTIPLE traps stacks the injury?
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  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited February 2015
    traps suck ***, they should never have added that bs to game, at least the way its now, 1/2 huge and challenging traps/dungeon would be fine

    and why do little gas could cause injury when getting hit by a huge *** fireball from dragon dont ?

    just unnecessary annoying **** added to game to HAMSTER ppl off

    at least add ability to put injury kits in belt slot so i can run past those bs traps without having to open my bags

    armor protects from being hit in the face by 20 ton dragon(at least you dont get any injury from that), what is some metal spike or a HAMSTER ?
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  • karakla1karakla1 Member Posts: 1,355 Arc User
    edited February 2015
    I really appreciate this change and hope we will see more traps in dungeons. It is not that bad, because you can easily see the pressure plates even if you are not an TR.

    For the people that doesn't understand how plated armor works: Plated Armor only derive an incoming attack like a sword attack it never directly oppose the impact. If a plate armor would oppose nearly 100% of the impact it would be destroyed and the remaining kinetic energy of this impact would kill you or cause severe injurys. (Besides that is one reason i hate female armor in fantasy games because most armor shows the cleavage, the part which should be protected by the armor (close to heart)).
    To kill people in the mediaeval time that wore an plate armor to protect themself you simply searched for the weak spots like neck, ventail or joints. Another weapon that could easily kill an heavily armored person was the Raven's beak which had on one side a large nail and on the other side a hammer. You could easily peel someone out of his armor or strike against his head with such a thing.
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  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited February 2015
    Please enable a stack of Injury Kits to work from inventory on a keybind. Dont think they do at the moment.

    At level 70, are we in for needing more expensive kits than Major Injury Kits to heal up?
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  • eldartheldarth Member Posts: 4,494 Arc User
    edited February 2015
    Oh yes, please make Injury Kits belt slot items -- I really need to splint my leg while running full speed through a dungeon.

    /sarcasm
    /facepalm
  • two30two30 Member, NW M9 Playtest Posts: 1,168 Arc User
    edited February 2015
    two30 wrote: »
    I did some quick testing.

    1. It appears that each trap gives one type of injury, for example a body injury or a leg injury.
    2. Triggering the trap multiple times does not stack the injury.
    3. Your tactical (shift) skill prevents the injury... sometimes.

    Further testing proved some of this wrong.

    Although my level 20 paladin running "Spell Burst" couldn't stack injuries, my level 60 cleric running the Elemental Evil intro quests could. I also found a trap that could injure either arms or body, but didn't seem to injure head or feet. I guess higher level traps are more vicious.
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  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited February 2015
    eldarth wrote: »
    Oh yes, please make Injury Kits belt slot items -- I really need to splint my leg while running full speed through a dungeon.

    /sarcasm
    /facepalm

    better just running through traps and then pressing keybind x times than to try to evade traps or waste time with tr disarming them

    also as seen on mythbusters those traps can hardly hit a running person http://www.nerdist.com/2015/01/what-we-learned-from-the-mythbusters-indiana-jones-special/
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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited February 2015
    Doesn't seem good enough to make them worrisome.

    How make some kill instantly, some that cause massive temporary debuffs, and others that keep you poisoned for a very long duration.

    Little injury is nothing. What else do you throw your heaps of gold at?
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited February 2015
    While I think it's an interesting change to try to make traps meaningful, I think it's not going to be a good change for new levelling players, who don't have a lot of gold to throw at kits, don't know the locations of all the traps, don't necessarily know how to recognize them, and aren't always playing rogues. Quite a few chests and nodes in lairs are blocked by traps that are difficult or impossible to go around, and I personally suck at jumping over them.

    Yeah, it's a multiplayer game, but the lairs really are balanced for single players. Fine with traps in dungeons; not so fine for the stuff that's designed as solo content.

    Also, there's potential for this to be horribly broken in Foundry content.
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  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited February 2015
    burkaanc wrote: »
    traps suck ***, they should never have added that bs to game, at least the way its now, 1/2 huge and challenging traps/dungeon would be fine

    and why do little gas could cause injury when getting hit by a huge *** fireball from dragon dont ?

    just unnecessary annoying **** added to game to HAMSTER ppl off

    at least add ability to put injury kits in belt slot so i can run past those bs traps without having to open my bags

    armor protects from being hit in the face by 20 ton dragon(at least you dont get any injury from that), what is some metal spike or a HAMSTER ?

    Traps have been part of D&D from the beginning.

    Since your armor isn't environmentally sealed, gas traps will hurt. Since the bottoms of your boots aren't inches or armor, spikes will hurt.
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  • two30two30 Member, NW M9 Playtest Posts: 1,168 Arc User
    edited February 2015
    My initial reaction about injuries from traps was hopeful. I though it would make traps meaningful. Now that I've played with them a bit, it doesn't really. Injuries don't matter, since they disappear with a click. Trap injuries are simply a gold sink, yawn.

    I wish more traps had CC effects like the explosive runes in Thayan Magical Shelter. Make traps that polymorph, daze, freeze or knockdown/up/back my character and place them in the midst of enemy groups to spice up combat.
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited February 2015
    two30 wrote: »
    I wish more traps had CC effects like the explosive runes in Thayan Magical Shelter.

    Those are cool. Annoying, but cool.
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  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited February 2015
    Guys...you can avoid traps. You CAN see them if you're paying attention.

    And if they were made more deadly from the beginning, we would've taught ourselves to look out for and avoid them.

    But they weren't, so we didn't. New players are going to learn the opposite. It's the old players who are going to realize they can just "LOLOLOL" over a bunch of spike traps or poison gas vents.
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  • zoiks100zoiks100 Member Posts: 355 Arc User
    edited February 2015
    In D&D traps are typically used to get players to consider their actions before they act, to allow the DM to indulge his or her inner jerk, or a combination of both.

    From the sound of this change, traps will be used as gold sinks and/or a means of forcing players, I imagine mostly solo players who were fine not carrying around injury kits, to use up an inventory slot.

    I like the idea of traps being meaningful but if that's the intent, to promote group play or for players to consider their actions, then simply ramp up their effects a bit and scale them to the content (as they always should have been). Promoting group play is more than just shoving a specific class down a party's throat just so they can benefit from that class' ability (and you really need a queue that allows for class choice if you're going to do that anyway). What about clerics being able to heal trap effects? Fighters being able to face-disarm them? Hunter's being able to mark them so the party can avoid them? etc.
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  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited February 2015
    ironzerg79 wrote: »
    New players are going to learn the opposite. It's the old players who are going to realize they can just "LOLOLOL" over a bunch of spike traps or poison gas vents.

    Minor injury kits are cheaper than skill kits, but not by much. It's going to make starting out somewhat more difficult even for an observant player while they learn to recognize traps (slightly less so for fighters and much less so for rogues). And I still find some of the pressure plates on dirt surfaces difficult to discern from surrounding terrain.

    I just think it's a mixed blessing, even though I like the underlying idea.
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  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited February 2015
    Guys, traps in Neverwinter are relatively easy to spot. You don't need to be a rogue to see them, and you certainly don't need to be a rogue to avoid them. Of all the changes in Module 6, this one is pretty silly to get up in arms about.

    If anyone wants, I have some amateur photoshop skills. I'm more than happy to put out a Module 6 "Guide to Traps" if people feel it's necessary.

    Page One:

    9LzCkHf.jpg

    The End.
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  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited February 2015
    and what about those traps that are bugged and are below terrain in some cave with uneven surface ?

    whatever, **** the traps(no, not those kinds of traps) and just spam injury kits after

    just boring and annoying design instead of a challenge

    now traps like in risen(instakill unless you press evade on time) would be better, but only if there is like 1~2 per instance not some 2698436
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  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited February 2015
    It'll be hilarious if you run through that dart zone in cragmire and end up with 10 injuries when you fight the thayan necromancer.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited February 2015
    Traps could easily scale as well. Falling damage is already a percentage of hit points.
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