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.
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.
Last edited: