Fix traps damage in epic Three Barrel Cove (3BC)

Baahb3

Well-known member
It is way over norm, but that may be by design. The reflex save for them was I think 100 at one point but seems to have been toned down.

Another thing that is way over norm is the Ghoul/Ghast damage in the Catacombs series. More than anything else in that series. More even than epic Delara's.
 

WDS

Well-known member
Just play a rogue or artificer. The designers clearly intended everyone to do that anyway or there wouldn't be so bloody many traps, locks, secret passages, etc. in literally every single dungeon.
 

lilgeek

Well-known member
I am totally in favor of traps that are meaningful. It is quite irritating to see people running through traps while I am disarming them. Having soul stones pile up in traps is proper behavior. Just make sure it is possible to disarm the trap without evasion.

Yes, I play an artificer (not inquisitive).
 

Jaspar

Well-known member
I am totally in favor of traps that are meaningful. It is quite irritating to see people running through traps while I am disarming them. Having soul stones pile up in traps is proper behavior. Just make sure it is possible to disarm the trap without evasion.

Yes, I play an artificer (not inquisitive).

So everyone has to play a trapper or group with a trapper or bad luck ?

Because you play a trapper?
 

droid327

Hardcore casual soloist
I just played through 3bc with a paladin. Those traps were real. Ghost was a real conundrum.

But everyone has the option to die and have a hire rez you on the other side. Everyone can have enough umd to scroll fire shield and hold a large shield for flame or cold traps. There are often safe spots if you know where to jump. It's not as straightforward as just killing mobs and dungeon crawling, but the options are there if you're creative and well prepared.

And of course eventually you can just have enough HP to face tank any mid epic trap
 

Terranigma

Well-known member
Pretty sure hireling Iessin can handle the traps for Prove your Worth and unlock the trap lever in Ghost of a Chance if the damage proves insurmountable. Maybe not the most desirable way to handle the situation for some folks, but it is an option.
 

Mornyngstar

Ymerawdwr
I am totally in favor of traps that are meaningful. It is quite irritating to see people running through traps while I am disarming them. Having soul stones pile up in traps is proper behavior. Just make sure it is possible to disarm the trap without evasion.

Yes, I play an artificer (not inquisitive).
I watched someone die on hardcore because "I always run thru traps", this was after the rogue said to "wait so I can disarm the trap".
 

Jaspar

Well-known member
Basically yes. You're just now figuring this out?



No, it's because that's just how 90% of these dungeons are designed.

Less than 10% of dungeons need a trapper because the traps can be avoided or dont hit hard.

There are a few dungeons where the traps are massively overpowered. The stairs in Haunted Halls come to mind but that is intentional because there is another way around.

Ghost Of A Chance hallway has a nasty set of traps.
 

Frieling Slyhand

Well-known member
If you have cannith boots or propulsion boots or fvs or DL wings, you can jump and fly over that bad trap in Ghost.

I like that there are a few quests where having a trapper in your group really matters.

If you solo, splash two lvls of rogue when lvling. There are many quests where disabling two or three traps gets you 30%exp bonus!
 

Jaspar

Well-known member
No because traps are supposed to be a problem to be overcome, not a decoration.

There are plenty of ways to get around most traps or to minimise damage from traps. But when some traps in some dungeons are so completely overpowered its the traps which are the problem.

As highlighted by a dev saying that some traps are a problem.
 

Phoenicis

Savage's Husband
There are plenty of ways to get around most traps or to minimise damage from traps. But when some traps in some dungeons are so completely overpowered its the traps which are the problem.

As highlighted by a dev saying that some traps are a problem.
See, I disagree, there SHOULD be some quests that are 'Bring a trapper or have some way to survive the massive damage they are gonna do, or have some way to res on the other side.'

Should every trap in every quest be like that? Nope. But I think it's good for the game to have some outliers here and there.
 

Jaspar

Well-known member
See, I disagree, there SHOULD be some quests that are 'Bring a trapper or have some way to survive the massive damage they are gonna do, or have some way to res on the other side.'

Should every trap in every quest be like that? Nope. But I think it's good for the game to have some outliers here and there.

And some quests that need Str 80 to open a door to the finish?
And some quests that need Arcane power to open a door to the finish?

Otherwise why force people to play trappers? And more specifically, trappers with high saves and evasion?
 

Phoenicis

Savage's Husband
And some quests that need Str 80 to open a door to the finish?
And some quests that need Arcane power to open a door to the finish?

Otherwise why force people to play trappers? And more specifically, trappers with high saves and evasion?
If the stat at 80 is reasonable for the quest level? Sure. Arcane power? Sure.

Like I said, an occasional outlier is good. . .
 

Frieling Slyhand

Well-known member
And some quests that need Str 80 to open a door to the finish?
And some quests that need Arcane power to open a door to the finish?

Otherwise why force people to play trappers? And more specifically, trappers with high saves and evasion?
You do need someone with high STR and Int to do Tempest Spine as one example.

I do see trapping as part of the core D&D group mechanic and it is so easy sadly in Ddo to get around with splashing or hires or just past lives making most traps meaningless. What if dps or survivability were so meaningless?
 

droid327

Hardcore casual soloist
There are a few dungeons where the traps are massively overpowered. The stairs in Haunted Halls come to mind but that is intentional because there is another way around.

No because traps are supposed to be a problem to be overcome, not a decoration.

There's a difference between traps you have the option to deal with, and traps you must deal with. If there are alternative pathways, that validates making the traps much more difficult. Also I forgot there were Rogue hires purchaseable in-game for Epic quests, so that also is a valid justification for tougher traps once they become available, assuming they can actually disable them.

The ultimate rule of thumb is trapping should never be required, because not everyone will have trapping (pre-Epic Rogue hires), but every quest should be soloable for any reasonably prepared character. No quest should force you to bring another player or it simply isnt doable, for any reason.

So ones like Ghost are definitely in violation of that rule, because you cant circumvent them, you cant disable them without a trapper, and they're too tough to reliably facetank at level.

You do need someone with high STR and Int to do Tempest Spine as one example.

With raids being the obvious exception. Those are the only group-obligate content in the game.
 
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