Nightarcher
02-28-2011, 01:43 AM
This is a suggestion regarding fire traps in the Balefort Sewers dungeon, not a petition for their removal! Now you may continue reading. ;)
"Omg fire trap..." "Stupid traps!!" "Wow, just wow."
I'm sure you've heard the above statements many times since the new campaign was released, and most likely made these exclamations yourselves.
Right off the bat, I would like to say, as annoying as they are, they are an excellent addition to the new dungeon and help eliminate skilless dependent players! (a.k.a. Mynas Gens) However, I do believe there is a line between challenging and strengthening your teamwork and adaptability, and being a downright pain in the butt.
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I will now procede to make a suggestion and provide logical reasons why it is a good idea! I have two similar ideas, and I will compare them.
1. Eliminate the ability to target fire traps so we cannot set them off accidentally.
2. Eliminate targeting ability, but have them set off by certain AOE skills.
The reasoning for eliminating the ability to target fire traps is because... well, look. This is a mobile game and targeting when there are many Mobs in a dungeon isn't extremely precise. Too many times people accidentally hit auto-attack and kill their whole team. It happens to the best of us, because it's quite easy to make the mistake of doing so.
As I stated in the introduction, fire traps help build survival skills and strategy, and having them still present and exploding in their natural rhythm accomplishes these two things, making it challenging. But with the ease of triggering them with any offensive skill, there should be a limit.
The reason I suggested two courses of action is due to the fact that the traps may lose some of their original inteded purpose with the removal of targeting. To compensate, they could be sensative to the classes' most logical skills that would set off traps. Blast Shot, Firestorm, and Stomp. Therefor, you would still have to watch your skills around traps, but could rest assured you cand accidentally target one and start a nuclear holocaust. ;)
--
In conclusion, in case you skipped everything important, I want fire traps to stay in the Sewers! I just don't think shooting an arrow from my bow at a metal grate should nuke the whole map. Constructive feedback/criticism is appreciated; no flaming or pretzel spamming. :D
(I would like to see this considered!)
"Omg fire trap..." "Stupid traps!!" "Wow, just wow."
I'm sure you've heard the above statements many times since the new campaign was released, and most likely made these exclamations yourselves.
Right off the bat, I would like to say, as annoying as they are, they are an excellent addition to the new dungeon and help eliminate skilless dependent players! (a.k.a. Mynas Gens) However, I do believe there is a line between challenging and strengthening your teamwork and adaptability, and being a downright pain in the butt.
--
I will now procede to make a suggestion and provide logical reasons why it is a good idea! I have two similar ideas, and I will compare them.
1. Eliminate the ability to target fire traps so we cannot set them off accidentally.
2. Eliminate targeting ability, but have them set off by certain AOE skills.
The reasoning for eliminating the ability to target fire traps is because... well, look. This is a mobile game and targeting when there are many Mobs in a dungeon isn't extremely precise. Too many times people accidentally hit auto-attack and kill their whole team. It happens to the best of us, because it's quite easy to make the mistake of doing so.
As I stated in the introduction, fire traps help build survival skills and strategy, and having them still present and exploding in their natural rhythm accomplishes these two things, making it challenging. But with the ease of triggering them with any offensive skill, there should be a limit.
The reason I suggested two courses of action is due to the fact that the traps may lose some of their original inteded purpose with the removal of targeting. To compensate, they could be sensative to the classes' most logical skills that would set off traps. Blast Shot, Firestorm, and Stomp. Therefor, you would still have to watch your skills around traps, but could rest assured you cand accidentally target one and start a nuclear holocaust. ;)
--
In conclusion, in case you skipped everything important, I want fire traps to stay in the Sewers! I just don't think shooting an arrow from my bow at a metal grate should nuke the whole map. Constructive feedback/criticism is appreciated; no flaming or pretzel spamming. :D
(I would like to see this considered!)