Sep 21, 2007, 10:51 PM // 22:51
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#1
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Krytan Explorer
Join Date: Apr 2007
Location: Albuquerque, New Mexico
Guild: Paradoxa Zoloft Asylum [PXZ]
Profession: W/R
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Dart Trap Spamming: Fun Or Annoyance?
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.
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Sep 21, 2007, 11:11 PM // 23:11
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#2
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Exclusive Reclusive
Join Date: May 2005
Location: Tuscaloosa, AL
Guild: Seraph's Pinion (wing)
Profession: R/Me
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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...
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Sep 21, 2007, 11:13 PM // 23:13
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#3
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Desert Nomad
Join Date: Sep 2006
Location: Québec
Guild: Legacy of Angels [Halo]
Profession: E/
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I personally detest the traps.. especially those that target only you and not the foes.....
Anyway, I guess its part of dungeon crawling
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Sep 21, 2007, 11:19 PM // 23:19
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#4
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Jungle Guide
Join Date: Jan 2007
Location: New Zealand
Profession: A/D
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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
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Sep 21, 2007, 11:52 PM // 23:52
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#5
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Furnace Stoker
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Need to be able to be disabled.
Click on them to use the skill "deactivate", 5 second activate time, easily interruptable.
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Sep 22, 2007, 12:00 AM // 00:00
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#6
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Desert Nomad
Join Date: Jun 2006
Guild: The Cult of Doom
Profession: P/
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I like Nevin's idea... but honestly the traps are barely noticeable.
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Sep 22, 2007, 12:08 AM // 00:08
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#7
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Forge Runner
Join Date: Mar 2007
Guild: Astral Revenants
Profession: P/W
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It's a fun annoyance. Until you run into that room in Oola's Lab...
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Sep 22, 2007, 12:14 AM // 00:14
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#8
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Jungle Guide
Join Date: Dec 2005
Guild: CULT
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just wait till HAADO MODO and then we will all be crying...like little girls.
i can feel the tears starting already :s
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Sep 22, 2007, 12:55 AM // 00:55
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#9
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Lion's Arch Merchant
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[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.
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Sep 22, 2007, 01:15 AM // 01:15
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#10
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Forge Runner
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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.
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Sep 22, 2007, 01:23 AM // 01:23
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#11
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Desert Nomad
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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.
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Sep 22, 2007, 01:47 AM // 01:47
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#12
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Frost Gate Guardian
Join Date: Sep 2007
Location: Canada
Profession: Me/
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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.
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Sep 22, 2007, 10:21 AM // 10:21
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#13
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Desert Nomad
Join Date: May 2007
Profession: W/E
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i think the rate of fire needs go down a little
They add challenge but in some places its just beyond joke
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Sep 22, 2007, 10:29 AM // 10:29
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#14
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Metal Machine
Join Date: Aug 2006
Guild: Scions of Carver [SCAR]
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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.
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Sep 22, 2007, 12:02 PM // 12:02
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#15
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Desert Nomad
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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 -.-
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Sep 22, 2007, 12:04 PM // 12:04
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#16
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Desert Nomad
Join Date: Dec 2005
Location: The Edge
Guild: Tormented Weapons [emo]
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They're almost as annoying as the Scarabs and Devourers that pop up in the Crystal Desert every five feet.
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Sep 22, 2007, 03:37 PM // 15:37
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#17
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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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.
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Sep 22, 2007, 07:28 PM // 19:28
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#18
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Wark!!!
Join Date: May 2005
Location: Florida
Profession: W/
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Quote:
Originally Posted by Phoenix Tears
For anet are traps, which automatically hit ever everbody, where the player has mostly no chance to avoid them
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That's actually good trap design if you don't think about it from a gameplay perspective. However there would need to be some way for people to get around them because at least some of the dungeons are meant to be used by the inhabitants, and they'll need a way to disable the traps for a minute or to get around them.
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.
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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.
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If they are meant to deter, then they don't have to be hidden.
Quote:
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
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This is something I'd agree with... or else give us a pve skill in the dwarf line that allows us to disable the trap.
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Sep 22, 2007, 07:48 PM // 19:48
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#19
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Krytan Explorer
Join Date: Apr 2007
Location: Albuquerque, New Mexico
Guild: Paradoxa Zoloft Asylum [PXZ]
Profession: W/R
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Some people have mentioned that monks with condition removal and proper flagging will mitigate the threat from traps to almost nothing. Well, from my experience, my hero/hench build has decent condition removal with excellent healing synergy, and I always pull difficult mobs away from the line of fire. I certainly don't fight inside a flame spraying trap...
However, since dungeons also incorporate hidden mobs, even safe spots become extremely dangerous and all of a sudden you're forced to retreat...right into a poison geyser that finishes you off. I understand that dungeons are meant to be challenging, and I have found them to be so.
However, isn't there a way to make the gameplay challenging without the annoyance? I like the trap deactivation idea, ala Nightfall mission where you evacuate the sunspears, and the trap destruction also sounds pretty good. I like the idea of dungeons.
I like the idea of traps.
But should a dungeon's difficulty be based on machine gun emplacements that burn you down or well balanced mobs patrolling the area?
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Sep 22, 2007, 07:50 PM // 19:50
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#20
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Ascalonian Squire
Join Date: Jun 2007
Profession: N/Mo
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Yep i agree, we should be given a way to turn off the traps or destroy them altogether. A skill like the one given in the Venta Cemetery mission would be nice.
http://gw.gamewikis.org/wiki/Disarm_Trap
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