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Thief traps

I was thinking about thief traps after reading the discussion that was posted on the shout out forum. I feel that Virigoth's revamp of the "traps" skill set was the easiest and fastest solution towards balancing, though it could use a tweak. Here's my angle-build on it if you'd like fellow brainstormers. There are powerful pieces of equipment that can increase the strength of caster/communer spells/communing. Without going into detail, this can be used by a wise caster/communer to help foil completely or reduce the effects of a trap with even greater odds. Perhaps thieves might benefit from an unique thief-oriented piece or even a socket that allows for a trap to be set a level higher than the thief themselves or with a higher proficieny.

*If its already out there, then I apologize for wasting time. These thoughts come from the frustration of many failed, yet mastered, traps on past charaters.

I do not know of any equipment which boosts traps, But its sounds awsome to me, Because any trap that isn't your mechanism, Is well not really worth your time, They fail way to much too be honest. So I do like this Idea.

Hmmm, my traps worked over 80% of the time. Maybe they were toned?

Traps back in the day of Szzaran were too good, they almost never failed when I had Eac. Having a blind trap that never failed, and then to watch the person fail to cure it with like 5 gyvels was too much.

I agree with changing them from that state, as they were clearly too strong, but I've had several thieves since and now I notice that apart from damage traps nothing ever seems to work.

You can't even just hide and wait for opportune moments to strike anymore, as it seems half the pbase plays a race/class/cabal combo that can see hidden nowdays.

I think it's fair enough that saves affect how often traps work, but can there be some happy medium? If saves are all it's dependent on (and it's pretty clear that the saves don't need to be very high) then mages and communers are essentially immune to traps entirely.

Being unable to even knock off a low level spell like herbal brew poison is really annoying, it makes a thief almost 80% ineffective.

I do think traps need something done. I played around with alot of them during haloween madness, and it seemed to be true that the damage traps were the only ones really hitting.

I dont know, I have never had any trouble relying on the damage traps...

Remember you make choices, taylor your victims to those choices. A warrior with a vuln can be brought down very quickly by a thief. I love picking on fire giants and ferrals. When you choose a trap think of how it will work, kill the people it will work on, and just rob those it doesnt. Sorry for the lack of detail but unless I can discuss specific traps, that is the best I can do.

Everyone knows damage traps work. The point is that the magic-based traps like webcaster and antimagic don't.

Hmmm... Having only ever fought against the antimagic I have to say I have only seen it fail twice aside from the log in this forum. The web caster on the other hand I have had great success with. Perhaps something is just being done wrong. Also, when the anti magic hits unless the thief is standing right there or has really good reflexes, it is not hard to replentish the key spells, and that will get you enough time to recast the others. Anti-magic has actually never been more than a nusance to me.

All this is unless something has been changed relativly recently.

Hmmm... Having only ever fought against the antimagic I have to say I have only seen it fail twice aside from the log in this forum. The web caster on the other hand I have had great success with. Perhaps something is just being done wrong. Also, when the anti magic hits unless the thief is standing right there or has really good reflexes, it is not hard to replentish the key spells, and that will get you enough time to recast the others. Anti-magic has actually never been more than a nusance to me.

All this is unless something has been changed relativly recently.

Traps lag for ~5 rounds...that's plenty of time for a thief to work you over pretty well if you've lost sanc and armor-type spells.

Wow, I read that as "trip lags for ~5 rounds." I was wondering what I was doing wrong.

5? Maybe barely 2 rounds.

And in addition to that it never drops anything, not even herbal brew poison.

Unless things have changed recently, that's not the case, because I remember being dispelled by Azantar plenty with my Paladin, with an avarage amount of saves across the board. Prior to that, there were a lot of thieves around when I had my ninja and the same applied, except I would have probably had less saves with my ninja.

Can't speak for any other affect traps, but unless things have changed (and quite recently) I haven't really seen any big issues with them. Not saying they don't exist of course, just that I haven't seen them.

Dey

Traps lag for ~5 rounds...that's plenty of time for a thief to work you over pretty well if you've lost sanc and armor-type spells.

I thought that was only specific ones. I have definatly been able to move around quite freely after being hit with a anti-magic. Again I dont want to say too much, but I think that needs to be checked to see if it is ALL traps.