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Re: This is very Odd
Posted: Wed Aug 06, 2025 9:00 am
by mrm3ntalist
Invisibility and Etherealness give you blanket immunities against all mobs in an area. One can skip whole dungeons and get where they want to go ( the boss , chests etc ). Maybe those spells could be fixed next?
Re: This is very Odd
Posted: Wed Aug 06, 2025 11:37 am
by Aspect of Sorrow
Ithilan wrote: ↑Wed Aug 06, 2025 7:25 am
Would it be possible to request you look at electricity trap values also? I find it to be an essential immunity due to the very bursty traps for some builds. Divine and magical traps can hurt, but electricity traps can kill you if you don't have 300+ health or some kind of mitigation.
Yep, I do want that to be tuned down so that it can still reach 300'ish but only under failed reflex and wet conditions, giving more reason for players to be aware of environmental impacts (rain/snow), but under normal circumstances only chew around 70'ish HP for the epics and still remain something of a threat that gives reason to Open Lock investments.
Ithilan wrote: ↑Wed Aug 06, 2025 7:25 amAlso the breach traps some times trigger their dispel twice, which I find really bizarre. Is that intended or am I just very unlucky? It doesn't seem to happen persistently, just occasionally. Taking some 6 buffs and an essential summon forcing me to leave the place or seek rest to continue.. inconvenient and infuriating, but thats a caster problem I think. I just wonder why it some times breaches you twice.
It's a pretty funny trap to me, but I get why it would upset many. It'll be looked into so that it's not sprung twice.
mrm3ntalist wrote: ↑Wed Aug 06, 2025 9:00 amInvisibility and Etherealness give you blanket immunities against all mobs in an area. One can skip whole dungeons and get where they want to go ( the boss , chests etc ). Maybe those spells could be fixed next?
I think we've historically spent too much time putting blame on spells and imposing limits on them (ddoor, teleport, pass wall to name a few), instead of dungeon design that is a bit more than just "go here", "attack that." If a person wishes to teleport onto the Frost King Giant, I think it should be permitted - with cautionary tale. Some places to have small range anti-teleport beacons where mechanical manipulation is required to disable them can also be a trap wherein a respawning Giant could walk over and reactivate it, trapping players as a result and would have to fight their way out. Chests themselves could be made into something that isn't just foot lockers on the floor, but require a set of conditions met in order to break into the loot throughout the dungeon.
Re: This is very Odd
Posted: Wed Aug 06, 2025 12:16 pm
by Ithilan
Aspect of Sorrow wrote: ↑Wed Aug 06, 2025 11:37 am
Yep, I do want that to be tuned down so that it can still reach 300'ish but only under failed reflex and wet conditions, giving more reason for players to be aware of environmental impacts (rain/snow), but under normal circumstances only chew around 70'ish HP for the epics and still remain something of a threat that gives reason to Open Lock investments.
I like that, I dont want the traps to be something you ignore, like it largely is now. And I would very much embrace more reasons for people to open lock and disarm traps (please add trap XP for rogues!)
Aspect of Sorrow wrote: ↑Wed Aug 06, 2025 11:37 am
It's a pretty funny trap to me, but I get why it would upset many. It'll be looked into so that it's not sprung twice.
Funny?

Even as a spontanious caster that can rebuff, I find it to be the trap I loathe the most. Which I guess serves its intended purpose. Thanks for looking at the double trigger though.
Re: This is very Odd
Posted: Wed Aug 06, 2025 12:45 pm
by Snarfy
Aspect of Sorrow wrote: ↑Wed Aug 06, 2025 11:37 am
Ithilan wrote: ↑Wed Aug 06, 2025 7:25 amAlso the breach traps some times trigger their dispel twice, which I find really bizarre. Is that intended or am I just very unlucky? It doesn't seem to happen persistently, just occasionally. Taking some 6 buffs and an essential summon forcing me to leave the place or seek rest to continue.. inconvenient and infuriating, but thats a caster problem I think. I just wonder why it some times breaches you twice.
It's a pretty funny trap to me, but I get why it would upset many. It'll be looked into so that it's not sprung twice.
Even as a lover of traps, I
despise these ones

What's worse is that, when detected, they identify as some other type, and never a Breaching Trap(or whatever). Which means I can't hoard them.
As for the OP... ¯\_(ツ)_/¯
Re: This is very Odd
Posted: Thu Aug 21, 2025 2:25 am
by Lockonnow
you forgot one trap to one that make you slow you cant find it and remove it