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

Frieling Slyhand

Well-known member
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.
 

WDS

Well-known member
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.

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.
 

Frieling Slyhand

Well-known member
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.
 

l_remmie

Well-known member
Epic 3bc was designed at the time to be the ultimate test for trapping. DC 100 and massive overkill traps even on EH.

The goal was to fill this niche and they did a decent job at it.

Nothing is broken here.
 

Wizard

Well-known member
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?
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.
 

droid327

Hardcore casual soloist
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.

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.
 

Unk

Well-known member
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.
 

Ooblagato

Hiding in plain sight
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.
 

Redgob

Active member
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.
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?"
 

saekee

long live ROGUE
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.
 

Jasparius

Well-known member
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 13 other dungeon designs which Rogues cant manage to ensure a full and varied party.

In a game where most people solo or duo and full groups for leveling dungeons are rare.
 

Buddha5440

"There are some who call me...Tim"
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.
 

WDS

Well-known member
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.

Being unable to solo a quest because you didn't invest in extremely specific thing X is not comparable to being unable to solo a quest because you just suck.
 

droid327

Hardcore casual soloist
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.

Because you activate your traps on your way out, and deactivate them on your way in

Same reason you hide your spare key under a fake rock in the front lawn, not in your nightstand drawer lol
 

Magrok

Theorycrafter
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.
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.
 
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