Traps that dont have any trap warnings - BEWARE - a warning to new and casual hardcore players

The Narc2

Well-known member
Looking to compile a list here on the forums for unsuspecting players that are doing hardcore of places where the traps do not have a before effect warning with an appropriately skilled scout.

These are the shady places where devs have purposely left out any warning to the scout before the trap triggers and potentially kills them. Also note in many of the cases below the DDO Wiki run by your fellow players has omitted and left you in the dark about this important information.

Level 3 - Setting the Wards: Patriarch Crypt,
there are fire traps in the final hallway of the quest that have detectable trap boxes, this one gets special mention for the new players because one of the traps is not disarmed even when the box is successfully removed, be sure to stay as far away as possible when pulling the levers to be sure you dont get hit by the fire traps that no longer give you any warning of danger.

Level 4 - Repossession, this one is not a case of traps not being detectable, but it is a case where hardcore players need to be aware of possible other grieving players trying to destroy your hardcore toon by purposely setting off traps to kill you. The advised way to handle this quest with unknown players in the quest is to request all players but the trapper to hang back by the mirror near the wheels until all traps are down, have a spotter and if anyone moves from mirror towards the traps, simply recall and reset quest and boot possible griever from group.

Level 6 - Promise of Fire, this one is a case of both traps not detectable and also potential grieving from other players, the spikes on the checkerboard do not give a trap warning although the text does indicate it is best to walk in the light. Walking in the light is based off lighting up the checkerboard puzzle, here is where the possible grievers could attempt to kill other players. Make sure when entering the large checkerboard after lighting up the puzzle that no players remain on the small checkerboard, if they unlight the small checkerboard they can kill other players on the larger checkerboard. Be ready to run off checkerboard if a griever is moving to kill people, then of course recall and reset and boot griever from the group.

Level 6 - Kind of a Big Deal, even though they went in and revised the trap to have the trap box not inside the blades they still ignored when people mentioned that the trap warning does not go off until you are in the middle of the blades and potentially hit by the blades with no warning.

Level 6 - Caged Trolls, the blade trade needs to be traversed thru to get to the trap box, if you take the path against the wall on the right to avoid the blades on the left there is an invisible stuck spot that will path you and ensure the blades will hit you potentially killing you. When traversing thru the blade trap do not travel right against the wall.

Level 7 - Bullywugs and Booby Traps, has actually two different locations in this one where there are collapsing floors leading to potentially deadly spikes with no warning.

Level 8 - Fall of the Forbidden Temple, near the very end of the quest there is a floor that falls out on the sides and leads into nibbling things with no warning. We recently had a member in our guild fall into this one and it hit for 120 hit points a tick on elite and our member continued to get ticked on the ladder and up on the main floor until they died(likely a result of the permanent environment effect bug).

Level 8 - Secret of the Slavers Blockade, (part 2 of slavers chain) where there is a collapsing floors with a roaring bear that leads to a fall into potentially deadly spikes with no warning.

Level 8 - Assault on the Aerie of the Slave Lords, (part 3 of slavers chain), this one has three traps with no warning, a rope pull with an acid pit underneath a collapsing floor, a collapsing floor with fire jets underneath it, and finally another collapsing floor with a gelatinous cube inside a pit.

Level 8 - Plane of Night, this is a unique instance as it is more like an SSG designed trap for players as they have an instakill spot in the end fight. make sure if you are going to melee the dragon that you do not advance to far, because apparently SSG allows you to path underneath the dragon which they then punish you with taking massive damage causing death that falls under the category of Invisible Volume Trigger, both SSG and vet players are aware of this and Note wiki managed by players has not posted a warning about this. To avoid being killed by this game design trap Melee players should be careful to not rush too far in and do not get underneath the dragon, only close enough just to manage to do damage.

Level 21 Epic - The Prisoner,
this is another unique instance as another SSG designed trap for players as they have a massive damage spot on the ramp/bridge leading down to the Fire Giant Ingstoldt this is also an Invisible Volume Trigger both SSG and vet players are aware of this and Note wiki managed by the players has not posted a warning about this. To avoid being killed by this game design trap make sure all players in the group areeither on the platform with Ingstoldt or are not in the near vicinity.

This is just a start to the list, this list is to help hardcore players across all servers from losing whatever they may have spent on during hardcore because of questionable design shadiness. Although our community doesnt spend on anything during hardcore we feel empathy for those that lose things because of such shenanigans.


SIDENOTE: our community has always been a non spoiler guild allowing no spoilers while questing and no metagaming for traps. Due to us now playing hardcore events within our guild we have changed our guild rules to prevent such traps from allowing any SSG victory. Our rules now read any scout with sufficient spot abilities for traps in current questing is allowed to spoil any trap that SSG did not appropriately provide a spot warning for. We continue to win.
 
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RangerOne

Well-known member
Just to forestall the "It's a fantasy" posts, I know it is a fantasy game. But even fantasy has to have internal laws.

Why should a trap tell you it is there? It's a trap.

I have died to traps numerous times. Annoying, yes, but that is part of the game. A good heads up to friends is warranted but to blame game developers as if their intent is evil is unnecessary.
 

The Narc2

Well-known member
Just to forestall the "It's a fantasy" posts, I know it is a fantasy game. But even fantasy has to have internal laws.

Why should a trap tell you it is there? It's a trap.

I have died to traps numerous times. Annoying, yes, but that is part of the game. A good heads up to friends is warranted but to blame game developers as if their intent is evil is unnecessary.
Lol you go ahead and use evil as your descriptive word, “shady” was mine. Their intent is clear, it is to cause death in the hopes of additional spending on things like rez cakes, or in the case of hardcore cause players that spent money on tomes to lose their investment and have to restart.

I have no issue with the traps that dont have warning, i know and remember them all, they can all be avoided in a simple manner that is reactive or non metagaming. That is quest knowledge and that is what the “Club” is providing here for new and casual players.

This thread is a pure warning for new and casual players engaging in hardcore that are spending real money on things like tomes and such, qll are welcome to suggest other traps i will add them to the list as well as add more as we continue to progress.

As for the other bait posted, no need to reply directly. our rule revision only changes the situation on cheesed SSG traps and will simply allow vet players to inform newer players in guild of a handful of traps that have been cheesed by SSG. Our community remains strong and supportive and strives to win against the overseers. Most things that are implemented by the devs that negatively impact players we discuss and solution in guild to win, but this one we choose to share for the value of the entire community and to newer and casual players In the breadth of the population.
 

The Narc2

Well-known member
Edit,

I have formatted the list in a more logical way so the new and casual players can few which quests in their level range currently have undetectable traps/effects that are potentially life stealing.
 

Unk

Well-known member
I don’t know if this falls under not detectable but the blade Trap in Caged Troll has a stuck spot if you try to run through it by hugging the wall (the logical place to time the trap at). Seen it kill many first time scouts.
 

Unk

Well-known member
Heroic Tracker Trap the North Pit Fall used to have the epic DCs. So you would think that it were okay because you had spotted the other ones. They might of fixed this I haven’t run this quest in heroic in a long time.
 

The Narc2

Well-known member
I don’t know if this falls under not detectable but the blade Trap in Caged Troll has a stuck spot if you try to run through it by hugging the wall (the logical place to time the trap at). Seen it kill many first time scouts.
Yep this one definitely falls under the shady category and even after the trap is disabled you can test out the stuck spot, it definitely seems like the devs made the pathing unsmooth in an attempt to try and kill people for revenue generation which is predatory in its own form. Even though the thread is focusing on traps that dont have any warning systems i will make a note of this as it is good info for newer and casual hardcore players.

Adding Caged Trolls note
 

Bjond

Well-known member
Why should a trap tell you it is there? It's a trap
Exactly. I appreciate the boxes that come BEFORE the traps. They're easier to disarm and they make sense when the trap is unattended (those that belong in the dungeon need a safe/easy way past), but attended traps should have boxes AFTER the trap -- the safe/easy method for denizens is to get a temporary disable from those guarding the situation.

The ones that don't make sense are the unattended traps with boxes after the trap. Well, unless the BBG never expects it's minions to return after a day off.
 

The Narc2

Well-known member
Heroic Tracker Trap the North Pit Fall used to have the epic DCs. So you would think that it were okay because you had spotted the other ones. They might of fixed this I haven’t run this quest in heroic in a long time.
I think this has been fixed, but there is a collapsable pit in the druid chain bear/druid quest where the pit which is detectable in heroics with heroic values contains spikes that do epic damage so be very careful if falling into that pit.
 

The Narc2

Well-known member
Exactly. I appreciate the boxes that come BEFORE the traps. They're easier to disarm and they make sense when the trap is unattended (those that belong in the dungeon need a safe/easy way past), but attended traps should have boxes AFTER the trap -- the safe/easy method for denizens is to get a temporary disable from those guarding the situation.

The ones that don't make sense are the unattended traps with boxes after the trap. Well, unless the BBG never expects it's minions to return after a day off.
Pen and paper doesnt convert perfectly into a digital version, i thought SSG did a great job with their trapping system up until the point where they made undetectable traps, such as collapsable floors.

A digital game is unlikely to move at the pace of a pen and paper game, nobody is going to search every ten feet, but hey maybe we could give scouts a collapsable 10 foot pool and a stance they can enter which means they are poking and prodding with their 10 foot pole and can deteft these undetectable floors.

All we can do is provide other players likely to be exposed to such tactics a way to avoid it be revenue generating for SSG that these type of designs will be removed from the game.
 

Falkor

Well-known member
Is it a deliberately placed trap with a box? Or is it ancient, crumbling architecture worn thin by time? It's my opinion that not every environmental hazard needs to be labeled a trap. Because not all of them are. And why would all trap boxes be required to be on _this_ side of traps?

It's also my opinion SSG is not deliberately trying to kill players with this mechanic to force rez cake sales. That's a stretch of a conspiracy, even for me. We all know that's what the lag is for. :D

As for non-standard traps, they are still worth listing for players who may not know. The non-boxed poison trap in delera's 4 kills people all the time. The 1st three traps are boxed, the 4th / last one is not, but can be just run around on the right side.

Honorable mentions are the falling floors that will drop people into a prison / kill zone : Part of the floor in the south tower of castle ravenloft, and in the stage Sharns Reach for the Sky. No indication of danger or that the floor can fall, and very easy to not only die, but trigger red alert and wipe an unprepared group.

And potions of wonder are most certainly a trap. Worth mentioning for any newer player in HC. Never drink them!
 
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Col Kurtz

Well-known member
it's no conspiracy.

dev's have been polite by placing trap boxes in front of their traps or close enough to 'see' them.

they dont have to do this

devs can put trap boxes 3 rooms away...
 

The Narc2

Well-known member
It seems the discussion has gone towards the direction of trap boxes.

To be clear trap boxes are ultimately irrelevant, its the spot warning you get for the presence of the trap itself that is important, whether there is a box or not is really not necessary. All traps can be traversed once there is an awareness of the location of the trap.
 

Falkor

Well-known member
Perhaps the discussion isn't just about traps, and boxes, and boxes that are traps ... but about environmental hazards ... some of which have no warning.

Like PUGs. Rabid Pugs strike out of nowhere. Like the spanish inquisition!
 

The Narc2

Well-known member
Perhaps the discussion isn't just about traps, and boxes, and boxes that are traps ... but about environmental hazards ... some of which have no warning.

Like PUGs. Rabid Pugs strike out of nowhere. Like the spanish inquisition!
Enviromental hazards that can bug out and be permanent are definitely an in game issue for hardcore, in the case of the nibbling things in Fall of the forbidden temple are a worst case scenario. Permanent enviromental damage of 120 per tick doesnt give most the time to realize they are bugged out. This bug though is its own issue.

This thread is more for traps that give new players or casuals a quick reference for places in which having proper trapping skills wont help them.
 

Col Kurtz

Well-known member
Enviromental hazards that can bug out and be permanent are definitely an in game issue for hardcore, in the case of the nibbling things in Fall of the forbidden temple are a worst case scenario. Permanent enviromental damage of 120 per tick doesnt give most the time to realize they are bugged out. This bug though is its own issue.

This thread is more for traps that give new players or casuals a quick reference for places in which having proper trapping skills wont help them.
ah. it seemed a few traps with tougher boxes to get to was mentioned b4, but carry on & thx 4 clarifying ;)
 
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