So how devs think we handle traps now in single player missions with no Trickster Rogue character ? Get injured and remember the spot when we play another time with our alt ? 20s for injury kit at lev 60, compare this to the quest rewards.
Or random dungeon with no TR in group.
Thats not a contradiction at all. I agree with them. Traps in existing content arent that spectacularly hidden.
I think s/he is referring to the apparent contradiction in dismissing the additional cost as no-big-deal while also saying that traps need to be taken seriously now (implying that they are, in fact, a big deal).
Personally, I'm OK with this change right now. My characters need something to spend their gold on, after all. We'll see how their funds hold up, though.
Finally, ppl find a reason to take TR in group. kekeke
so, what's the problem? you can't just run through all the traps and hitting potion button sometimes? such a nightmare, all skill is lost now.
Is it really hard to drop that "run-forward-see-nothing" style? Is it really hard to notice special stones a bit higher than others or some holes in walls or floor? TR do *not* have some x-ray vision, we have to notice traps just like others.
its kinda harsh on people new to NW who dont have alot of gold but it isnt super bad for us who have been playing
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited April 2015
On the other hand, anyone new to the game hasn't had it drilled into them that traps are a joke and you should just plough through them. Their learning experience is to respect the trap. And the game does give you some free injury kits which I know I've mostly only ended up vendoring except for on my very first character.
wowmiliMember, Neverwinter Beta UsersPosts: 8Arc User
edited April 2015
Traps are just a small nuisance.
Most ppl have enough Gold to easily run in every trap and spam Kits.
Don't really know why they change it now, maybe trying to sink some Gold?
If i see a Trap easily i'll dodge it but anything else and i just dont care...
If someone else activates the Trap you can get hit by it too, stupid design that you have to pay for other ppls faults.
I also don't like how Enemys can just stand on Traps or run over them no problem, so i just charge on them even if i get hit by the Trap myself, then i use a Kit... who cares.
So yeah, its just a worthless change to reduce some Gold.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited April 2015
A lot of monster AI (and companion AI) will get them stuck behind a trap unwilling to go over it. Also, at least the blade traps can kill monsters. I've seen it.
toxicwolfieMember, NW M9 PlaytestPosts: 41Arc User
edited April 2015
Not a problem for me.I normally see them before hitting them.Unless in the middle of combat,but since I have seen little to no traps in any of the (former) level 60 things,should be all good.And even if they do add them to the high level stuff,i'm a CW I can port over most if not all traps unharmed.
I suspect we will have a new companion soon. For the low cost of a purple companion you too can have your very own "Trapspringer" companion. It wont fight, it wont augment you, it wont do much of anything, except run in front of you and throw itself onto every trap it sees.
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cl1mh4224rdMember, NW M9 PlaytestPosts: 70Arc User
Finally, ppl find a reason to take TR in group. kekeke
so, what's the problem? you can't just run through all the traps and hitting potion button sometimes? such a nightmare, all skill is lost now.
Is it really hard to drop that "run-forward-see-nothing" style? Is it really hard to notice special stones a bit higher than others or some holes in walls or floor? TR do *not* have some x-ray vision, we have to notice traps just like others.
how manny trs are going to disarm traps in a dungeon
ill tell you 0 they will all be to busy stething around to do that
I suspect we will have a new companion soon. For the low cost of a purple companion you too can have your very own "Trapspringer" companion. It wont fight, it wont augment you, it wont do much of anything, except run in front of you and throw itself onto every trap it sees.
and i'll tell you - at least me. For all the time since mod4 i tried to be the first in run, to be able to disarm traps, or, at least, activate, so others could see them. I almost accept the fact that this aspect of TR is unneeded, then finally traps causes injures.
Just yesterday - Cragmyre - me + GF +OP. No matter how much i hate paladins for role-play reasons, both teammates were able to give me a chance to do this "new" TRs job and dodge most of traps themselves. Not just straightforward run through all of them.
so - let TR do his job or l2p. sounds reasonable to me.
Yes, traps are no big deal, but sometimes I'm wondering on what features the dev-team spend its time. Even such a small feature needs time to be planned, prioritized, discussed, implemented, tested, fixed, ...
I would have liked strategic traps in dungeons - a big elite/boss guarding a bridge control immune, hard hitting can't be killed by party, but has to be aggroed and lured into a sawing trap (like the crabs in one of the first mini-dungeons in PE).
Definitely makes me take traps more seriously too. I have had some of the WoD traps kill my characters if I was under 50% health, but I still managed any other trap no problem even without my rogue main. Now... we have to be on the lookout for those, and stock up on injury kits while we're at it. It's a really good thing we can put them in our potion slots now.
Yes, I agree, it's a good thing to add. It gives traps a real purpose now instead of being just a slight annoyance.
Thats a good change!,
Because all the Traps was simply ignored by players,
cuz, you could walk over there and nothing special really happen, you lost nearly nothing on HP. nothing you have to care about.
it calls "Trap" not " just walk over " Lol
<::::::[]==0 GwF 0==[]::::::> ● Still waiting for the promised Improvement ●
Comments
regards
I think s/he is referring to the apparent contradiction in dismissing the additional cost as no-big-deal while also saying that traps need to be taken seriously now (implying that they are, in fact, a big deal).
Personally, I'm OK with this change right now. My characters need something to spend their gold on, after all. We'll see how their funds hold up, though.
so, what's the problem? you can't just run through all the traps and hitting potion button sometimes? such a nightmare, all skill is lost now.
Is it really hard to drop that "run-forward-see-nothing" style? Is it really hard to notice special stones a bit higher than others or some holes in walls or floor? TR do *not* have some x-ray vision, we have to notice traps just like others.
The hell are you talking about? do u ever read a sentence correctly before pressing the "Reply" button?
regards
Neverwinter Census 2017
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thank you beckylunatic, i swear these ppl have the reading comprehension of potatoes.
i salute u and give u this heart as a thank you for not being so dense : ♥
regards
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Most ppl have enough Gold to easily run in every trap and spam Kits.
Don't really know why they change it now, maybe trying to sink some Gold?
If i see a Trap easily i'll dodge it but anything else and i just dont care...
If someone else activates the Trap you can get hit by it too, stupid design that you have to pay for other ppls faults.
I also don't like how Enemys can just stand on Traps or run over them no problem, so i just charge on them even if i get hit by the Trap myself, then i use a Kit... who cares.
So yeah, its just a worthless change to reduce some Gold.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
You can place Injury Kits on your potion belt now; it was one of the changes made with Mod 6, I believe.
how manny trs are going to disarm traps in a dungeon
ill tell you 0 they will all be to busy stething around to do that
Yeah and that trap-springer is BOO the Hamster !
Just yesterday - Cragmyre - me + GF +OP. No matter how much i hate paladins for role-play reasons, both teammates were able to give me a chance to do this "new" TRs job and dodge most of traps themselves. Not just straightforward run through all of them.
so - let TR do his job or l2p. sounds reasonable to me.
I've been through many dungeons, and every TR we had, went on disarming traps and calling traps out to people.
ill be damed you can... i swear I tried after a heroic encounter that had me rezzing so much my little paper dool was painted red...
well thats good at least
I would have liked strategic traps in dungeons - a big elite/boss guarding a bridge control immune, hard hitting can't be killed by party, but has to be aggroed and lured into a sawing trap (like the crabs in one of the first mini-dungeons in PE).
Yes, I agree, it's a good thing to add. It gives traps a real purpose now instead of being just a slight annoyance.
says the person who cant even realize they contradicted themself. hahhahahahahha
Because all the Traps was simply ignored by players,
cuz, you could walk over there and nothing special really happen, you lost nearly nothing on HP. nothing you have to care about.
it calls "Trap" not " just walk over " Lol
Maybe you should stop running and pay attention to the walls and floors around you.
ALL classes can spot them -- not at run speed however.
My paladin just spotted some in the dead rats hideout and avoided them all.
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