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Krivohan | Mon 29-Sep-03 01:12 PM |
Member since 04th Mar 2003
80 posts
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#2451, "Trap thieves suggestions."
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Having just played a full path trap thief I wanted to make a couple of suggestions. Traps ingredients are still too heavy. The general weight is about 1lb each. I liked to carry between 6 and 10, but later on I carried even more than that. Now you only have three options, sleep, damage or dust. This really limited their uses. The max number of traps I could set before the last one failed was five. I could put someone to sleep, but then there was little I could do besides steal and backstab. Since I could not gain cheapshot and damage traps I had to rely on trip and weapontrip which was not very effective with only two attacks. Yes, I could use scrolls, but with all the ingredients and preps I usually couldn’t carry many of those. What I would suggest is that you beef up damage traps a bit i.e.; different damage traps not only do different damage, but also do different maledictions. A few examples barbed needles would act like ice needles. Bursting rocks would act like bone-shatter and so forth. I would also recommend toning down knock-out trap even more, since there is no risk involved in trying to sleep someone.
These may be bugs, but I’ll just cover it here. Isolate never seemed to go up and when you failed on a sleeping target it did not wake them. If I grouped someone and isolated them and had them sleep I could push them as far as I wished with no lose of movement to either of us. With gentlewalk I could attack a mob and flee and it would not strike me once it entered the room. Also gentlemob never works on mobs with the greet prog. Perhaps change it to where if you attack a mob and flee it will attack you, but make it have a chance of working on mobs with the greet prog. Also on that note when mobs with a greet prog tracked you they wouldn’t attack after following you.
Overall I really enjoyed the class, but it was really bland and quite annoying to be so limited in my options.
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Beast | Tue 30-Sep-03 12:41 AM |
Member since 04th Jul 2003
34 posts
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#2456, "RE: Trap thieves suggestions."
In response to Reply #0
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Having had the first high ranking trap thief and two in their 40s, I'd like to chim again into this conversation since a lot of stuff hasn't changed and explains quite a lot about why the class is so...one-trick pony I guess.
1) Knock-out traps are probably the strongest ability of the class. With little to no-risk to the thief, you can knockout an entire group with a lot of ease. The problem lies in not having much ability when they're out - as Krivohan stated, ingredients are heavy, if you fail it's very costly, and they don't do much. Even with 100% in both damage and direction with a level 40 item, I did at most a DEMOS, *maybe a DEVAS*, which really isn't that much for what it costs. Now to offset their lack of ability once they're slept I offer some solutions... 1a) Give um grenades. Why a poison thief has an explosive, is beyond me. I can see the knockout poison grenades, but come on, explosives are trap thieves. Give um something to do in combat. 1b) Weapontrip used to be super nice, then got toned down, but now it's really not worth it since it fails a lot. Maybe boost it a little? 1c) I had a huge talk with Bria about this, and she said she would get on it soon, but obviously she has been missing in action. Trap damage and knockout and even glowing, should have different effects. Like a slowing knockout, a blinding glow, a boneshatter rock, etc. The diversity in what the effect is would let trap thieves have more power in choosing the damage against their opponent. A DEMOS won't do jack to an invoker, but maybe a thunderclap trap to deafen...and life gets a little bit easier.
2) That isolate bug has been there forever, they haven't fixed it since about 2 weeks after trap thieves came out and I mentioned it. Did isolate set off traps still, can't remember if it did. Like forcing someone into a direction, unsure if it worked the way it was supposed to.
3) Gentlewalk is very useful like that in failing steal and such, it's kind of like resetting aggro in a way. If anything, don't remove this "feature". Made getting some trap ingredients easier.
4) There are actually a lot of trap ingredients out there. But 90% of them suck donkey balls (guild sold or found) because level has a huge part in the power of the trap. Any, and I mean any, of the trap stuff sold in guilds, is a joke. I couldn't kill a rabbit with the pot of oil or box of razors. I will say though, there are a few items of use put in some newer areas (bless you, you know who you are) that made life tolerable. But still, I've only seen two trap ingredients above level 35+.
In the end, a lot of the arguements comes down to "trap thieves can be greatly overpowered or completely weak". I proved with Dispade, after about 90% of the Dio forum was bitching, that the knockout traps with friends is just wrong. I had 3 ragers trapped in a room and they couldn't get out at all because they'd keep falling back asleep. But I couldn't do jack to them at all while they were stuck there, so I called in for backup. 3 slept and trapped ragers is just wrong, but still...a trap thief shouldn't be forced to call in others. Throw us a bone!
Beast
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incognito | Mon 29-Sep-03 01:29 PM |
Member since 04th Mar 2003
4495 posts
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#2452, "nice. comment re maladicting traps"
In response to Reply #0
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I like the idea of damage traps doing different maladictions. It would add a lot more strategy to traps. eg, a bucket of hot sand could also double as a dirt kick, some incendiary could have a flash effect, or needles be similar to iceneedles as suggested. It would add flair and flexibility to trap thieves, imho.
At the moment it feels a bit like trappers are there to set up a trap at little risk to themselves, whereupon the gang comes along for the victim.
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#2453, "RE: nice. comment re maladicting traps"
In response to Reply #1
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I like the malediction ideas. But to 'downgrade'/enhance trap thieves even more, maybe make it so traps can be put on locked/openable doors, places with trees; and in places with no trees, you'll have to bury it into the ground like a mine, giving additional lag to the thief.
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