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| Suggestions forum Please use this suggestion forum for giving us your ideas for game improvements |
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#1 (permalink) |
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Senior Member
Join Date: Oct 2006
Location: United Kingdom
Posts: 123
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Firstly i want 2 say congrats to the ones that came up with and implimented these traps in giant hold, a particular one pops to mind, the trapped chest in cabal for one on elite:-
Since this trap i came accross ive found my self switching more and more onto being a rogue and love it. first time got my a** fried and since worked so hard 2 beat this trap and finnally improved enough to only need 2 roll a 3 which i love coz means im not 100% sure ill disarm it lol. What i would like to see is more of these sorts of traps all over, with a very high dc level where only the purest and top rogues can disarm and stop groups skipping a rogue in a group. A second suggestion is no matter how high a rogue gets his dd skill could we see it where in the event a rogue rolls a 1 the trap blows, gives that sort of challengue. alts: Holywarrior - Pally Mintymatt - Wiz Mightymatt - Cle Sneakmaster - Rog Soulmaster - Fig Madmatt - Bard |
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#2 (permalink) | |
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Can't touch me!
Join Date: Dec 2005
Location: In a country with a nose
Posts: 5,745
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Quote:
There's no classes who are or should be needed in ANY quest, this goes for rogues as well.
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Suxatarians Contraho, Harou! How to balance enhancements for a better DDO.. Thinking of multiclassing? Just a splash? Or deep models. A pure bard that fights? Yes, right here. ZOMG caught on video! Best quote: I would like to go Pure Bard for my first real Barb "If you speed up a dogs brain a 1000 times, you'll have a machine which can find it's crotch in mere nanoseconds" - scientific fact. |
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#3 (permalink) | |
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Muppet Madness
Join Date: May 2006
Location: United Kingdom
Posts: 1,778
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Quote:
and yes there should definetely be tons more traps like this, and shortcuts past hard mobs . access to locked shrines etc etc that really pushes rouges abilities, even so high that maybe at times there wont even be a rogue on the server that can disarm or get to certain chests/areas at current levels unless extrememly well equipped/skilled... remember ' GREED' is not 'NEED'. thinking about this more its definetly 'needed' to have harder stuff all over the place, especially for replayability factor, imagine going back to wizking after level14 was introduced (and higher searches and spots) to suddenly find theres a secret treasure room and corridors that noone knew of before. It makes sense as the wizking is much harder and higher level than you that there might be secrets of 'his level' about. It would definetly encourage people to run quests other than the current highest more often. Last edited by Eme; 12-06-2007 at 10:58 AM. |
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#4 (permalink) |
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Senior Member
Join Date: Jul 2006
Location: United Kingdom
Posts: 336
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Great trap and hurts BIG!! so yes its a step in the right direction for rogue needs.
That sideways force trap had me rolling up for ages, just thinking about that player being blown to the left in the blink of an eye has me grinning. Its the only trap I dont want to warn people about
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I am thankful for laughter, except when milk comes out of my nose. Itsa Behindyou 13. Reloaded 16. Clap Trap. 16 Lettuce Atom 16. Chortser 12. Chorster 16. Devourer Guild List |
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#5 (permalink) |
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Senior Member
Join Date: Feb 2007
Location: Offline......
Posts: 1,000
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Its about time we had some serious, devious and downright nasty traps.
There are too many high level high HP playes who think they can run through any trap (I was begining to think that way myself). The side force trap caught me completely by surprise. We seriously need to see more of these types of trap. On a slightly different note, I am finding ,more and more that I get invites shortly after logging on with my rogue. I reckon groups are beginning to realise the true worth of a rogue. |
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#6 (permalink) |
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Senior Member
Join Date: Feb 2007
Location: United Kingdom
Posts: 253
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What would be nice is if there was some significant variation in trap difficulties throughout quests e.g. some, every batman could do, others requiring fully tooled pure(ish) rogues.
The chest mentioned above is a nice example. It can be done by the very best rogues, but not by half hearted ones. Hidden d20 search roll modifiers (instead of taking 10) together with traps randomly being set or not set in instances would provide a nice air of uncertainty; is the trap there, or did I make a bad roll. Of course one could search again, and again, and again but then it is an issue of patience versus safety. I think this could add a lot to the dungeon experience. Imagine - the rogue searches 3 times (with, unbeknownst to him, low rolls) for the nasty exploding trap...doesn't find a thing...safe guys, my spot was a false alarm...boom. Is nice to see really nasty traps too, rather than ones that are an annoyance. Would also be nice to have traps on chests...say a random chance of there being a nasty poison needle (save or die?) on any given chest. "No, you open it. No, YOU open it! I told you we should have taken that rogue who wanted to join..." |
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#7 (permalink) |
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Senior Member
Join Date: Nov 2005
Location: United Kingdom
Posts: 887
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So long as these "uber hard" traps only give optional stuff and they're not impassable otherwise, frankly I have a rogue who's assasin specced but has as many points as his level allows in trap finding and disarming and I'm irritated by how I can't find traps even 1 level above me with +3 goggles.
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kittenbot - the ******* with a heart of gold. |
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#8 (permalink) | |
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Senior Member
Join Date: Apr 2006
Location: United Kingdom
Posts: 857
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Quote:
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Keeper Lyryel lvl 10 Rogue/ 5 Ranger/ 1 Fighter Lyryanka lvl 15 Rogue/ 1 Fighter Peachh lvl 15 Cleric / 1 Sorcerer - Proud owner of loads of warforged (If you need an owner just tell me )Blackk lvl 16 Cleric Lockette WF'd Barb Owened erm Concubine of Singular Sister to Sprockette and Sockette |
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#9 (permalink) |
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Senior Member
Join Date: Feb 2006
Location: United Kingdom
Posts: 121
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I agree we need bigger and harder traps, harder chests and doors to unlock and more things to search for. I also agree that you shouldnt need to do this things to get a quest done so alternative routes through a quest either by wis runes, bashing things, talking to an NPC or burning a door down with a fireball. What I dont agree with is the character that takes 1 rogue level and can still do as well as most pure rogues just because the traps have been made too easy just as reducing the difficulty in the cabel for one quest when there wasnt a problem with it anyway
I also think more devious and interesting traps need to be in the game like absorbing your spell points, crippiling the first person to run through it for 30 mins or even better an acid trap that disolves a persons gold if you try going through without it being disarmed just my oppinion
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Level Class Balant Mournlight: Drow lvl 14 Rogue/1 Cleric/ 1/Wizard Ancalagon The Black: Drow lvl 14 Fighter/2 Ranger Neumay Moltengale: Elf lvl 16 Wizard Searaven Spellsong: Drow lvl 16 Bard Box: WF lvl 15 Fighter/1 Ranger Gloranth Steelrain: Elf lvl 16 Ranger Caslatus Crypthound: Dwarf Lvl 15 Cleric/1 Fighter Grumbleduke: Dwarf Lvl 15 Barbarian/1 Fighter Monkfish: Drow Lvl 7 Rogue/3 Paladin/6 Ranger Bobajob: WF Lvl 15 Paladin/1 Sorcerer Keeper Server - available 8pm-2am GMT Last edited by Burty; 25-06-2007 at 10:24 PM. |
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#10 (permalink) |
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Senior Member
Join Date: Feb 2007
Location: Denmark
Posts: 151
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As is, completely (more or less) by the rules, Elves and Drows,
makes for better 'trap monkeys', due to the high obtainable SPOT, needed for the current traps. Halflings only joy is sneaking, and as is now with sneaking = deprecated halflings. or maybe give them (not by rules) somekind of racial bonus to handle traps (spotting traps as well as DD things, not spotting in general) |
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