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

Ahpuch

Well-known member
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.
...
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.
The Ghost trap can also be circumvented for 10 seconds using the lever (need to unlock, gets 1 use). I don't see this design as a problem. Putting a key with the trolls so even if you can't pick you can circumvent the trap would be advisable.

In most cases traps should be more deadly but also circumventable so a trapper is not required. You can go around a deadly trap but you may need to fight more mobs, OR go out of of the most direct path to pull a lever, or successfully execute a jumping manouver. Disabling the traps should save time and damage but not be required. Ghosts fits this model for the most part.
 
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Hobgoblin

Less Nerfy Nerfy more fixy fixy
wish I could give you more precise but there is one small section on the right side when you are dropping down the spikes that is way different. My character has a 68 save and I was watching the numbers as I fell through and it was save save save save save and then 19 + 68 failure which killed me
 

GrizzlyOso

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?
Weird, I run 3bc epic all the time, I never am a trapper, I always finish, and I never die.

So it would seem it’s not required at all.

These traps are great , wish there were more like them. Have to actually think for 4 seconds about them.
 

Xgya

Well-known member
Hey folks, if you see a trap that is misbehaving like this, send me a private message with a /loc for it and I'll fix it.
This is true for just about EVERY floor-spawning blade trap in 3BC (the ones that have a sharp flat blade go up and down from the floor).
All the ones in Prove Your Worth (the ones that appear between floors while you're riding the elevator up), for sure, as well as the ones in Ghost of a Chance (that's a very big set of traps that's sometimes unavoidable even if you have a Misty Step to go over them), and the ones inside the airships in Precious Cargo.
 
Doesn't need 'fixing' IIMO. Traps are already little more than xp boxes for the majority of players I have group with in that last 6 months- most people run straight through them without even slowing down - if they are so weak as to make no difference you might as well remove them from the game entirely.
 

Purr

Well-known member
So everyone has to play a trapper or group with a trapper or bad luck ?

Because you play a trapper?
The game is balanced around having different characters who can do different things. D&D is meant to be a heist film like Oceans 11. If you want a character that can do everything, rogue 2 splash is pretty easy.
 

Purr

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.
I can't think of any non-completable quests except raids. Which regular quests can't be soloed if you can't trap?
 

Igognito

Well-known member
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.
Actually at both sides. You should be able to exit and enter before disarming/arming the traps...
 

Igognito

Well-known member
The Ghost trap can also be circumvented for 10 seconds using the lever (need to unlock, gets 1 use). I don't see this design as a problem. Putting a key with the trolls so even if you can't pick you can circumvent the trap would be advisable.

In most cases traps should be more deadly but also circumventable so a trapper is not required. You can go around a deadly trap you but may need to fight more mobs, go out of of the most direct path to pull a lever, or successfully execute a jumping manouver. Disabling the traps should save time and damage but not be required. Ghosts fits this model for the most part.
So that is what that lever does!
I was wondering 🙃
 

Igognito

Well-known member
IMHO:
I believe the trap system of DDO even if not perfect, it is a great system and it is very very enjoyable!
What I think is missing, is warnings on some dungeons for the new and returning players.
90% of the DDO players know the dungeons by heart, and zerg them knowingly.
The rest 10% get frustrated because they think that they should be zerging the dungeon. But that is not the case, it takes time to start zerging and if you are not playing for years I guess you should be warned!

Tough Dungeon Example:

I will give a light on traps dungeon as an example: Tame the Flames. How many of you died trying to zerg it on R1 or even on E while you are on level (6-8) :p. I characteristically remember the person that introduced me to DDO and a hard-core Rx player to do the dungeon on E saying we only want the favor here :p.
It is a nasty little dungeon where the damn fire elementals don't really die. It has ambushes, nasty monsters and environmental damage.
Zerging is not an option unless you know by heart the locations to be careful, the monsters to kill and the buffs to have prepared (further than the obvious fire resistance/protection)

Solution Suggestion:
I would like to suggest a solution to the frustration problem, which is a general problem for new and returning players (me being both new and returning 🙃).
We require a Comprehensive and Short Warning Guide per dungeon.
Possibly something like a minor spoiler tooltip at each dungeon entrance.
The kind of thing that:
  • On your 1st run you should look at it but it would be a small spoiler.
  • On your 2nd-4th run you should certainly look it out and get a fresher.
  • On your Nth run you will completely ignore.
Now this is a solution addressing the problem of the 10% but it would increase the stay of players and the hopefully the attraction of new ones. I would even consider a 70% solution for the devs to do a pass over all existing dungeons and refresh the extreme challenge warning: https://ddowiki.com/page/Extreme_Challenge_quest#google_vignette
which should vary and mention in more dungeons a warning.
For example for the 3bc Ghost of Chance dungeon: A Deadly Traps Await you Warning...
 

l_remmie

Well-known member
The game as a whole needs different things for different people. Some quests where a trapper is almost mandarory is good for the game. It's their time to shine.

Those quests just shouldnt be a big hurdle for basic QoL loot or flagging. So people can opt out if they really cant get a trapper.

Its not like these quests have important loot, flag for an important raid or give an endgame saga with stuff you need to farm.
 

Drag0n

Active member
I swear, some of y'all are the reason they had to add "Do not insert into any body orifice" warnings on curling irons... :)

Saal :)
 

Ahpuch

Well-known member
The game as a whole needs different things for different people. Some quests where a trapper is almost mandarory is good for the game. It's their time to shine.

Those quests just shouldnt be a big hurdle for basic QoL loot or flagging. So people can opt out if they really cant get a trapper.

Its not like these quests have important loot, flag for an important raid or give an endgame saga with stuff you need to farm.
I wouldn't go with "almost mandatory". I would go with "optimal" or "most efficient". D&D should always strive for multiple paths to success depending on the tools available. Something SSG has sometimes done well and sometimes not.
 

Hobgoblin

Less Nerfy Nerfy more fixy fixy
I swear, some of y'all are the reason they had to add "Do not insert into any body orifice" warnings on curling irons... :)

Saal :)
on a mower in early 90s it had the warning do not attempt to stop blades with hands feet or genitals........
 

Mornyngstar

Ymerawdwr
on a mower in early 90s it had the warning do not attempt to stop blades with hands feet or genitals........
I have an uncle on each side of my family that lost the tip of their big toe to kicking lawn mowers. I show lawn mowers respect and still have all of my toes. (i.e. Do NOT kick stalled lawn mowers!)
 

Lotoc

Well-known member
the ghost of a chance traps are definitely out of line - there is no genuinely safe path, the save is 80 in mid epics so even with evasion you'll likely take a hit, the damage is obscene at around 1600 per blade and they overlap their areas so if you're hit by one you'll be hit by multiple.
 
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