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Found 4 results

  1. I'm going to keep the story limited so i'll just not give any background or where i was but i activated a trap on accident and it crit me for 503 damage and maimed me instantly
  2. Description: While in the Dyrford Ruins, I accidentally triggered two traps -- once (stupidly) while in stealth, and once out of stealth. Combat started, one of my characters died, and I got a NameError in the message log in the lower right-hand corner of the screen. This really isn't a big deal, but it might be worth looking into. Steps to Reproduce: I can't verify that this works consistently for the two traps in question, because I wasn't able to load a save file where I had not triggered them. When I triggered the traps (the first by opening the container not in stealth mode, and the
  3. So, I have been playing Wasteland 2 mostly enjoying my experience, but I wanted to mention something that seems to bother me now (I assume it didn't before because I don't remember feeling the the white hot rage of simmering disappointment in these particular encounters). Traps. They should make sense. Please. Make them sensible. 1) Don't put an exotic clockwork mechanism that shoots a steel needle covered with an obscure and deadly poison on the drawer to your dresser where Lord Peasantoppressor keeps his knickers. 2) I might buy it once, if the contents of a treasure chest were s
  4. Have lots to say about this but leaving space. In my opinion Rogues should be the best at disarming traps, but if I don't want a Rogue in my party, could there be items or other ways to overcome traps? Could a Fighter or Barbarian be able to stop that boulder rolling towards the party by physically stopping it? Can 2 melee Strength-based characters be able to open doors at the cost of stamina? (Holding up a closing stone door Indiana Jones style~). Could there be some sort of experimental equipment that nullifies poison traps? (gasmask thing, making you able to just walk over Gas traps
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