Again, you could make the same argument about other skills needed for challenging quests.
You can avoid the trap in Ghost: use Cannith boots. The one thing Rogues do that is unique to their class should not be rendered useless but in the vast majority of quests, it is.
This is an MMO: if you don’t want to take one lvl of rogue or artificer, then post an lfm and find someone who can trap. The game should promote grouping by making g class specific skills useful and by making balanced groups more efficient.
Quite the opposite. There are almost no quests that you need a trapper and every quest requires dps and healing.But no other class gets this treatment. There are no quests/dungeons that can't be completed unless you bring a Barbarian or a Cleric or whatever. There are a few optional goodies that require an Int rune or a valve that requires 18 str to open or whatever, but that's what hirelings are for. Rogue hirelings require shards whereas every other hireling class can be bought with platinum. This is all by design and it's all predatory and bad.
Quite the opposite. There are almost no quests that you need a trapper and every quest requires dps and healing.
I would agree if finding a trapper for your party would take a few minutes (like in high population games). But in DDO there shouldn't be any deadly, unavoidable traps on the main path.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?
In a month or so on 64 bit servers we should find it easy to group.I would agree if finding a trapper for your party would take a few minutes (like in high population games). But in DDO there shouldn't be any deadly, unavoidable traps on the main path.
This is an MMO: if you don’t want to take one lvl of rogue or artificer, then post an lfm and find someone who can trap. The game should promote grouping by making g class specific skills useful and by making balanced groups more efficient.
That whole pack has had serious issuesThe traps damage in epic Three Barrel Cove (3BC) are so much damage, basically an insta kill, can you fix this to be damage in range with other quests?
Really? Let's assume I'm playing a trapper that is bad in close combat and terrible against casters. No quest should require dealing with melee and casters "because not everyone will have skills against that". So go ahead devs, ALL the quests should be changed to not require any fighting because I'm bad at it and want to play solo! Well, that, or there is always that eternal "why not try at a lower difficulty level?"Solo is a perfectly valid and supported way to play, and even if you don't like soloing yourself, you can't make the argument that other should be forced to group, anymore than you should be forced to solo.
Hell no, turn up traps, make them so they can get a champ crown randomly.
The joy when my trapper arrives late to a quest and eventually reaches the zerg party, cowering together impatiently as they wait for me to disarm a kill corridor.
and while they are at it...why are the trap boxes always (almost) before the traps themselves??? If I trapped my home or lair or whatever the control boxes would be on the inside of the traps as that is I would be.Hell no, turn up traps, make them so they can get a champ crown randomly.
The joy when my trapper arrives late to a quest and eventually reaches the zerg party, cowering together impatiently as they wait for me to disarm a kill corridor.
Not every build should be able to solo every quest. I should not be able to build a low DPS build and still be able to complete every quest.
and while they are at it...why are the trap boxes always (almost) before the traps themselves??? If I trapped my home or lair or whatever the control boxes would be on the inside of the traps as that is I would be.
It used to be that quests with "disarm this trap or die" effects were marked as Extreme Challenge, right? There's that one bridge in Sorrowdusk for example. I got so used to it I mentally read Extreme Challenge as "bring a trapper" before Illithid Invasion.I agree that disarm the trap or die circumstances should have significant indicators. That one looks like any other trap, so it is problematic. Otherwise traps with a clear way to turn off that do not require disable device or specific skills are welcome.