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Injury from traps gold drainer at lev 60 or higher (for no TR characters)

unangwataunangwata Member Posts: 183 Arc User
edited April 2015 in Bug Reports (PC)
At level 60 one injury kit costs 20s. Doing lot of dungeons and quests with no trickster rogue character requires using injury kit at every trap, and because we cant spot them its a lot gold spending during one day and there is no way to offset that loss with easy gold gain.
This change doesnt make sense since Trickster Rogue who could spot and disarm traps is random addition to party with 3 man dungeon system, so most of the time party have to run through traps and use injury kits after.
Post edited by unangwata on

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    izworizwor Member, NW M9 Playtest Posts: 238 Arc User
    edited April 2015
    Most traps are visible in this game (square dots for spikes, holes in the wall for piercing lance, wide hole on the floor for swinging blade, etc.) do you can avoid them by moving around or dodging.
    Finally traps are noticable now, befor you could just run thru them which was stupid.
    I dont know what you do with gold, but most players have too much anyway.
    And with new pots limitation (18s cooldown) there will be even more filling your purse.
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    volchitsavolchitsa Member, NW M9 Playtest Posts: 64 Arc User
    edited April 2015
    This is WAI.
    "Traps now deal a percentage of Hit Points as damage and cause an injury."
    http://www.arcgames.com/en/games/neverwinter/news/detail/9129023-elemental-evil-patch-notes%3A-nw.45.20150317a.5

    Gives people a reason to let rogues disarm them, and for people to stop being idiots and running across half the dungeon.
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    grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    edited April 2015
    I have the Lathander's set (Artifact, belt and cloak) [bought belt and cloak from the Dread Ring store] on my GF and have noticed that I don't suffer from injuries any more and save a ton of gold from not buying injury kits.
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    twitticlestwitticles Member, Neverwinter Beta Users Posts: 92
    edited April 2015
    izwor wrote: »
    Most traps are visible in this game
    For old content this is largely true but it does not apply to nearly the same extent for newer stuff. Most anything (that does not re-use an old area) added from mod3/4 and onwards have traps that are entirely invisible.
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    aimeesellersaimeesellers Member, NW M9 Playtest Posts: 342 Arc User
    edited April 2015
    Well... the CW's are going to have to stop taking point... and let the GF's (who can spot them easier) or the TR's (who can disarm them) be up front where they belong.

    Finally... all is right with the world.
    A'Mie Stormshield (GF) / A'Mie Stormshard (CW)
    Play Legit or Quit
    PandorasMisfits_Logo_175_zpskpytcqxc.png
    Pandora's Misfits Guild Leader
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    zebularzebular Member, Neverwinter Moderator, NW M9 Playtest Posts: 15,270 Community Moderator
    edited April 2015
    This isn't a bug. It's an intended feature to make one not dismiss and mindlessly plow through trap infested places.
    Traps now deal a percentage of Hit Points as damage and cause an injury.
    Safe travels,
    Archmage Zebular of Mystryl

    PWE Community Moderator
    [ RoC | ToS | Support ]
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