Dart Trap Spamming: Fun Or Annoyance?
Government Flu
What are your thoughts on these dungeon traps? They haven't stopped me from completing certain dungeons (I don't have much time to play so I've only completed 5 so far) but one thing is certain: gameplay becomes extremely frustrating when poison dart tips are shooting at you like a machine gun from all directions.
Add bad AI pathing into the mix, and you'll have a party wipe for making just one wrong step. So are consumables just a cheap remedy to a gaping hole in the gameplay or are the trap speeds perfectly acceptable? Share your experiences.
Add bad AI pathing into the mix, and you'll have a party wipe for making just one wrong step. So are consumables just a cheap remedy to a gaping hole in the gameplay or are the trap speeds perfectly acceptable? Share your experiences.
Serafita Kayin
No consumable helps in some points, where it's impossible to avoid getting hit by multiple traps.
I'll put it this way-I could easier deal with Urgoz than some of these dungeons. I've almost completely lost interest in the game by this point...
I'll put it this way-I could easier deal with Urgoz than some of these dungeons. I've almost completely lost interest in the game by this point...
Molock
I personally detest the traps.. especially those that target only you and not the foes.....
Anyway, I guess its part of dungeon crawling
Anyway, I guess its part of dungeon crawling
fireflyry
Mmm...
I personally have had little hate towards these so called traps due to an alternate path or pulling mobs to you before running into the trap proximity aggro.
I find my Monks have little issue dealing with traps en masse while running through after clearing.
I suggest if your h/hing to change your monk builds to target condition removal.
gg
I personally have had little hate towards these so called traps due to an alternate path or pulling mobs to you before running into the trap proximity aggro.
I find my Monks have little issue dealing with traps en masse while running through after clearing.
I suggest if your h/hing to change your monk builds to target condition removal.
gg
Nevin
Need to be able to be disabled.
Click on them to use the skill "deactivate", 5 second activate time, easily interruptable.
Click on them to use the skill "deactivate", 5 second activate time, easily interruptable.
Horseman Of War
I like Nevin's idea... but honestly the traps are barely noticeable.
Onarik Amrak
It's a fun annoyance. Until you run into that room in Oola's Lab...
Sleeper Service
just wait till HAADO MODO and then we will all be crying...like little girls.
i can feel the tears starting already :s
i can feel the tears starting already :s
semantic
[skill]Union[/skill].. helps some. Take a Rit along. I never leave home without one.
The funny thing about the traps is they shoot at anything with a name (except some mobs). So sometimes you'll see them popping shots at drops you left behind.
The funny thing about the traps is they shoot at anything with a name (except some mobs). So sometimes you'll see them popping shots at drops you left behind.
Antheus
All dungeons are designed so that you can pull safely out of trap range.
Oola's lab contains the trap room for the very mission. It's not a mistake, it was put there to be like that. That's why the protector golem is there.
In other areas, it just takes a bit of caution and it's possible to avoid them completely. They also miss often if you move. The damage dealt by them can be mitigate easily. They are projectiles, and they inflict conditions and physical damage.
There are shouts, spirits, skills, spells abundant to deal with them.
Oola's lab contains the trap room for the very mission. It's not a mistake, it was put there to be like that. That's why the protector golem is there.
In other areas, it just takes a bit of caution and it's possible to avoid them completely. They also miss often if you move. The damage dealt by them can be mitigate easily. They are projectiles, and they inflict conditions and physical damage.
There are shouts, spirits, skills, spells abundant to deal with them.
WasAGuest
I find them a little annoying. Nothing drastic, but more of the "meh, another 'spitter' in the way".
However, I have noticed that some of the traps actually stop my paragon (and only the paragon so far that I've noticed) from attacking. The animation is interrupted to a small degree, and in rooms that have lots and lots of traps, I have had to hold down the space bar to make sure I keep attacking. A bug maybe?
Again, not a huge issue, but "meh" all the same.
I would find them much more fun if they also attacked mobs as well. Having them attack only the players team breaks a bit of the illusion of the game world... I mean, what is it? A smart trap? lol - kinda dumb in that manner.
However, I have noticed that some of the traps actually stop my paragon (and only the paragon so far that I've noticed) from attacking. The animation is interrupted to a small degree, and in rooms that have lots and lots of traps, I have had to hold down the space bar to make sure I keep attacking. A bug maybe?
Again, not a huge issue, but "meh" all the same.
I would find them much more fun if they also attacked mobs as well. Having them attack only the players team breaks a bit of the illusion of the game world... I mean, what is it? A smart trap? lol - kinda dumb in that manner.
Archaic
I tend to dislike these traps. Mostly the ones that poison or slow you. They're quite annoying. And that room in Oola's Lab, is so much fun. Frigid Armor ftw.
JeniM
i think the rate of fire needs go down a little
They add challenge but in some places its just beyond joke
They add challenge but in some places its just beyond joke
The Bard
they were fun the first 20 times, now they're just annoying >___> even if you bring a bunch of condition removal, the fire/poison is reapplied every second.
Phoenix Tears
Anet has a totally false interpretation, of what traps are and what trape are not.
For anet are traps, which automatically hit ever everbody, where the player has mostly no chance to avoid them -.-
Thus resulting in lettign the whole party burn, slowed down or poisoned.
Mostly those annoying traps, which diffenitelly shoot too quick and far more annoying ,they shoot endless, what is totally unlogical, come up together with other traps, like wildly set up geysirs, which shoot from they ground up, which make then 50 damage per second to all which stay in them or in near of them around.
Due to the stupid AI of henchs and heroes, which simple follow you only and don't look for 2 cents, where they step , they naturally run very often into these geysirs and voila, full party wipe after some seconds, when your monks don't come up with their healing, when they run out of energy.
more annoying is it, that those heavy traps come ever on places, where still run around huge groups of monsters. ok, monsters get effected by certain traps too, like poison geysirs, but the result is mostly ever a fpw when you fight large monster groups at those points, where you get attacked by several traps, which hit ever.
Thats imo absolutely false, how traps should work, traps ARE hidden !! and they activate only, when someone activates them.
For example when someones steps maybe on a little hard to see switch on the ground.
when traps stay so in Gw, as they are in the moment, anet should give players a way, to deativate the traps, for example let us simple destroy those little towers, which shoot at us poison tips and others.
Give them for example a Health of 750 HP and armor of 80 and they when party whacks at those towers and HP reaces 0, they are destroyed and stop shooting -.-
For anet are traps, which automatically hit ever everbody, where the player has mostly no chance to avoid them -.-
Thus resulting in lettign the whole party burn, slowed down or poisoned.
Mostly those annoying traps, which diffenitelly shoot too quick and far more annoying ,they shoot endless, what is totally unlogical, come up together with other traps, like wildly set up geysirs, which shoot from they ground up, which make then 50 damage per second to all which stay in them or in near of them around.
Due to the stupid AI of henchs and heroes, which simple follow you only and don't look for 2 cents, where they step , they naturally run very often into these geysirs and voila, full party wipe after some seconds, when your monks don't come up with their healing, when they run out of energy.
more annoying is it, that those heavy traps come ever on places, where still run around huge groups of monsters. ok, monsters get effected by certain traps too, like poison geysirs, but the result is mostly ever a fpw when you fight large monster groups at those points, where you get attacked by several traps, which hit ever.
Thats imo absolutely false, how traps should work, traps ARE hidden !! and they activate only, when someone activates them.
For example when someones steps maybe on a little hard to see switch on the ground.
when traps stay so in Gw, as they are in the moment, anet should give players a way, to deativate the traps, for example let us simple destroy those little towers, which shoot at us poison tips and others.
Give them for example a Health of 750 HP and armor of 80 and they when party whacks at those towers and HP reaces 0, they are destroyed and stop shooting -.-
Big_Iron
They're almost as annoying as the Scarabs and Devourers that pop up in the Crystal Desert every five feet.
Turbobusa
They aren't really annoying if you're monking, just don't heal everytime you get hit (except if you get trapped in those ice traps..). But henchies seem to like seeing you clean of everything, and as traps are firing fast, that can contribute to overwhelming of the party if you're playing with them.
Just a note. how many "guns" is there in those traps? cause the skill they use should recharge in about 10+ seconds, and it's spamming it.
Just a note. how many "guns" is there in those traps? cause the skill they use should recharge in about 10+ seconds, and it's spamming it.
Winterclaw
Quote:
Originally Posted by Phoenix Tears
Quote: Due to the stupid AI of henchs and heroes, which simple follow you only and don't look for 2 cents, where they step , they naturally run very often into these geysirs and voila, full party wipe after some seconds, when your monks don't come up with their healing, when they run out of energy. That is my biggest problem with traps, but that's more of a AI problem than a trap problem.
Quote:
Thats imo absolutely false, how traps should work, traps ARE hidden !! and they activate only, when someone activates them.
If they are meant to deter, then they don't have to be hidden. Quote:
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