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Old 03-27-2007, 10:46 PM
Heinosity's Avatar
Heinosity
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Default Trapped Containers

All I wanna know is, who is the joker that went around putting traps on empty containers in all of ancient greece, egypt, orient, and hades? I think trapped containers should be rethought.

Here's what I would do:

1. Make trapped containers actually drop something, and not just 'something' but have a slightly increased chance of dropping relic shards, rare, epic, and legendary items, kinda like a majestic chest would...because if they went to the trouble of trapping the container, it could have something they wanted to protect in it. (???) Hrmn..

2. Give rogue mastery the skill to detect trapped containers, which simply gives a % chance to avoid having the trap go off. Maybe rogues could see the trapped containers, something like a very slight red haze around it or what not.

3. Make the traps from containers really really hurt. Make people afraid of them, have them take 1/2 or more of the hardest warrior's health! That way, it will actually warrant needing a rogue, or being a rogue to avoid sudden death while treasure seeking in all of these tombs.

But maybe it's not fair for only rogues to have the abilities to avoid these things, so maybe offer some kind of trap detecting/avoiding skill to a few masteries. Like dream, they might somehow mentally detect the container is trapped with their psychic abilty, and have a chance to avoid it...or nature, they could 'sense danger' with their superior intuitions or something.

But a big dumb Conqueror, or full blown Warrior, Defender ect. is just gonna have to walk it off.

Anyhow, as it stands, trapped containers don't scare anybody...they are a joke, and they don't make sense because they don't hold any items. I would change this.

Just a thought...
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Heinosity -

A noun form of the word heinous. It is used to indicate that a person, place, or thing is so awful, so ghastly, so annoying that it becomes a sort of monstrosity in its own right.

Last edited by Heinosity : 03-27-2007 at 10:53 PM.
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Old 03-28-2007, 04:32 AM
Paratestes
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Join Date: Mar 2007
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Default Re: Trapped Containers

I agree, the trapped container system in TQ is pretty weak. As it is now, whenever I hear the click, I think "nothing here" and I move on before the trap even springs. I only ever take damage from traps if I'm not paying attention -- and even then, it's never enough to worry about. In order for traps to even be a nuisance, the spring time should be cut down to 0 (it's usually area-affect damage, which deploys slowly, anyway), and they should definitely give a decent drop for our trouble.

I would think that the ability to disarm container traps could easily be added to the Rogue skill that's actually called "disarm traps." I would make it so that each point in that skill gives the Rogue a an additional 16% chance to auto-disarm for 0 damage (this maxes out at 96%, just to keep things sporting). The "damage from devices" reduction should apply to traps, too, if it doesn't already. And maybe give all classes a kind of trap detection if they stand motionless within 5m of it for 5 seconds -- but only the rogues should be able to do something about it.

Why are the trapped coffins empty, anyway? Is it a limitation of the game mechanics, or was this a decision in design?
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