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urxed

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  1. There are numerous ways that could be used to balance and make traps way more interesting than they are right now. Making the rogue class just another style of fighter removing the use of stealth in combat and removing the use of traps to plan for combat is utterly boring for someone who loves role playing rogues that lean more to the classic D&D thief class. So there's a potential 6 traps to be laid down (1 per party member with enough mechanics) - why not create a system where one character could lay down 1 trap per party member with enough mechanics skill? There could even be different levels where more points in mechanics would let the character put down more traps (but the highest amount of traps to be laid down at once would still be 6). It could work just as with lore and the use of scrolls: "at rank 1: can use level 1 scrolls at rank 4: can use level 2 scrolls at rank 6: can use level 3 scrolls at rank 8: can use level 4 scrolls at rank 10: can use level 5 scrolls at rank 12: can use level 6 scrolls at rank 14: can use level 7 scrolls" would be: "at rank 1: can lay down 1 trap at rank 4: can lay down 2 traps at rank 6: can lay down 3 traps at rank 8: can lay down 4 traps at rank 10: can lay down 5 traps at rank 12: can lay down 6 traps" Who spends points in mechanics on more than one (maybe two) characters anyway? You could even put the acc-bonus to traps in there at different ranks to not make them over powered. The fact that moving around in combat is hard (the engagement system is horrible, disengagement attacks while just trying to get behind someone and step just a little too close?), stealth in combat is worthless AND that traps are useless makes the rogue class pretty boring and uninteresting. Which is really sad as it could've been improved and made fun to play even from the old infinity games - rogue in PoE makes me miss even the assassin sub class, which says alot.
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