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Posted

Rogue subclass

 

Bounty hunter trap specialist

 

1. Making it fun

 

Dont give them a hundred traps they can throw like rice at a wedding. A variety of traps. No.

 

Give them one trap they nurture and customize. They watch it grow.

 

The trap gets mini level up screen where they can increase different characteristics of their trap design. By leveling up their traps they basically choose what it does, more damage, cc, debuff etc and what it specializes in. They chose what to increase and cant have it all. Give them sparkly graphics, explosions and pew sound affects.

 

2. Traps are ok

 

They reward scouting and planning. They reward stealth game style. Traps are popular mechanic.

 

Now people say they can be abused when gamers have expert know of all the encounters and rest and refill exploits. I say no. Design the traps strength from the ground up based on the assumption the player having a trap up each encounter. Dont balance them on being rare but powerful. Dont balance on limited availability.

  • Like 1
Posted (edited)

I suppose it's not a bad idea for a subclass, but it would only be valuable in situations where you're able to prep the battlefield. What happens when you're teleported into the final boss's chamber?

 

Give them one trap they nurture and customize. They watch it grow.

 

That would probably end up as something similar to Tyranny's spell customization system. Interesting idea, but I imagine it would be too much work to implement for a mere subclass. If we're getting separate level up screens, then I think the ranger's pet and the wizard's familiar should probably be first in line.

 

Edit: "Obsidiots", really?

Edited by Heijoushin
Posted

Traps could definitely use some love and Rogue or Ranger would be the ideal trap master. I head-designed a similar Rogue Bounty Hunter subclass but with per-PL trap "spells" and bonuses to Explosives; penalties were maluses (like lower defense or accuracy) when fighting non-kith foes. A shame I can't get beyond the basics of modding or I'd make it a reality.

Posted (edited)

i think one of the biggest things you could do to improve traps would actually just be to make it so that you could sustainably keep a supply of higher-level ones going (vendors don't stock too many and they tend to stock lame ones). with sufficient scaling, a party of five mid-high level traps is passable mayhem. but definitely not a sustainable practice.

Edited by thelee
Posted

Quick question: can you place a seal (like Warding Seal) AND a trap? Or will placing a seal/trap will deactivate the other?

Deadfire Community Patch: Nexus Mods

Posted

Quick question: can you place a seal (like Warding Seal) AND a trap? Or will placing a seal/trap will deactivate the other?

 

it's been a while since I tried this, but i think it's like PoE1 where you can have one of both, but putting on on top of/too close to the other will deactivate it.

Posted (edited)

Just checked ingame: you can! :)

 

Edit: yes - you can't stack them on top of each other. But putting like 10 "traps" with a party in a line might be funny. ;)

Edited by Boeroer
  • Like 1

Deadfire Community Patch: Nexus Mods

Posted

I suppose it's not a bad idea for a subclass, but it would only be valuable in situations where you're able to prep the battlefield. What happens when you're teleported into the final boss's chamber?

 

Give them one trap they nurture and customize. They watch it grow.

That would probably end up as something similar to Tyranny's spell customization system. Interesting idea, but I imagine it would be too much work to implement for a mere subclass. If we're getting separate level up screens, then I think the ranger's pet and the wizard's familiar should probably be first in line.

 

Edit: "Obsidiots", really?

Yeah, i originally thoughy of ranger pets. They already need love and already in game but there is no controversy there. Traps have controversy cause devs already stated they hate traps and pre battle strategies. But traps are interesting and i think they are like summons. Devs hate them more than players. Deep down everyone likes summoning huge minions to battle on their behalf.

Posted

I suppose I see what you mean. It's the same reason they don't want buffing to be a thing.

 

It might be fun to have one major battle in the game where you're defending a town or something and have the opportunity to manually lay out traps and such. That sort of prep is usually done through dialogue, which isn't as fun.

Posted

I agree with the idea that traps should be better. They DO reward scouting and planning. But the only thing I ever use them for is cheesy split pulls. I don't get why they're so weak.

Posted

I agree with the idea that traps should be better. They DO reward scouting and planning. But the only thing I ever use them for is cheesy split pulls. I don't get why they're so weak.

 

i feel like obsidian must have PTSD from how stupidly powerful traps were in BG2 and Throne of Bhaal. You could beat the demogorgon in a split second with enough spike traps.

  • Like 1
Posted

 

I agree with the idea that traps should be better. They DO reward scouting and planning. But the only thing I ever use them for is cheesy split pulls. I don't get why they're so weak.

 

i feel like obsidian must have PTSD from how stupidly powerful traps were in BG2 and Throne of Bhaal. You could beat the demogorgon in a split second with enough spike traps.

 

Yeah but that's mostly because they could be stacked on top of each other. A single trap was nothing, now 20 traps in the same spot.. dragon goes "poof".

Posted

you know what, what really doesn't make sense though is that in PoE1 traps were super lame (and extremely bugged, even now) but then they added new traps in White March I/II that were every bit as powerful as the best traps in BG2. so i literally have no idea what went on in obsidian's balancing brain for PoE1.

 

I was just happy that traps weren't altogether bugged in Deadfire like they were in PoE1. I just wish they scaled a bit better into late game - traps mostly just become useful for their debuffs and you still need lots of mechanics.

Posted

Rogue subclass

 

Bounty hunter trap specialist

 

1. Making it fun

 

Dont give them a hundred traps they can throw like rice at a wedding. A variety of traps. No.

 

Give them one trap they nurture and customize. They watch it grow.

 

The trap gets mini level up screen where they can increase different characteristics of their trap design. By leveling up their traps they basically choose what it does, more damage, cc, debuff etc and what it specializes in. They chose what to increase and cant have it all. Give them sparkly graphics, explosions and pew sound affects.

 

2. Traps are ok

 

They reward scouting and planning. They reward stealth game style. Traps are popular mechanic.

 

Now people say they can be abused when gamers have expert know of all the encounters and rest and refill exploits. I say no. Design the traps strength from the ground up based on the assumption the player having a trap up each encounter. Dont balance them on being rare but powerful. Dont balance on limited availability.

 

 

 

The idea of a Bounty Hunter subclass sounds cool, if for the name only.  But I'm not so sure about a subclass that centers around Traps.    Oh, if traps only "captured" the target, it might fit the concept.  But all these damaging traps make a Trapster seem more like a mine layer.

 

Honestly, if I was going to consider a subclass based on consumable explosives, it'd probably be more like a Grenadier.  After all, you can load up your quick slots with quite a few grenades and have some good AoE fun.  There's no pretending that a Grenadier is going to be doing anything other than lobbing little balls of death, seeking to blow up stuff.

 

Back to Bounty Hunters...  The idea/name sounds cool, but what would a bounty hunter do that works within the context of the game where you're usually trying to kill your enemies, not capture them to return to the local jail.

  • Like 1
Posted

 

Rogue subclass

 

Bounty hunter trap specialist

 

1. Making it fun

 

Dont give them a hundred traps they can throw like rice at a wedding. A variety of traps. No.

 

Give them one trap they nurture and customize. They watch it grow.

 

The trap gets mini level up screen where they can increase different characteristics of their trap design. By leveling up their traps they basically choose what it does, more damage, cc, debuff etc and what it specializes in. They chose what to increase and cant have it all. Give them sparkly graphics, explosions and pew sound affects.

 

2. Traps are ok

 

They reward scouting and planning. They reward stealth game style. Traps are popular mechanic.

 

Now people say they can be abused when gamers have expert know of all the encounters and rest and refill exploits. I say no. Design the traps strength from the ground up based on the assumption the player having a trap up each encounter. Dont balance them on being rare but powerful. Dont balance on limited availability.

 

 

 

The idea of a Bounty Hunter subclass sounds cool, if for the name only.  But I'm not so sure about a subclass that centers around Traps.    Oh, if traps only "captured" the target, it might fit the concept.  But all these damaging traps make a Trapster seem more like a mine layer.

 

Honestly, if I was going to consider a subclass based on consumable explosives, it'd probably be more like a Grenadier.  After all, you can load up your quick slots with quite a few grenades and have some good AoE fun.  There's no pretending that a Grenadier is going to be doing anything other than lobbing little balls of death, seeking to blow up stuff.

 

Back to Bounty Hunters...  The idea/name sounds cool, but what would a bounty hunter do that works within the context of the game where you're usually trying to kill your enemies, not capture them to return to the local jail.

 

With my idea, the Bounty Hunter would get a 1/encounter pull ability similar to a Lurker's snare so you could lasso a foe into a line filled with traps.

Posted

I dont believe capture was essential to bounty hunting - wanted dead or alive comes to mind. Then again i wasnt a vigilante in the wild west so maybe members of that profession are different than bounty hunters.

 

I dont think traps need to be damage only. They can be cc or whatever you want. I think whats essential is customization. Its your own mechanical, arcane, natural little baby you constructed from your own designs and it allows for a preparation style of gameplay

Posted (edited)

Bounty Hunter gets a bonus to Mechanics and Stealth and gets an ability every PL such as a seal or movement hindering ability and PL scaling with normal traps, which they can place three of.

 

Downsides are -10% action speed and -20% backstab damage (BHs prefer to plan and have their traps to do the dirty work) and Escape cannot be used (they hunt their prey till the end).

 

Thoughts? Think of it as a more strategic rogue, where planning and adaptability is rewarded.

Edited by Verde
  • Like 1
Posted

Bounty Hunter gets a bonus to Mechanics and Stealth and gets an ability every PL such as a seal or movement hindering ability and PL scaling with normal traps, which they can place three of.

 

Downsides are -10% action speed and -20% backstab damage (BHs prefer to plan and have their traps to do the dirty work) and Escape cannot be used (they hunt their prey till the end).

 

Thoughts? Think of it as a more strategic rogue, where planning and adaptability is rewarded.

Nice. I'd co-sign/test this if a kind modder wanted to make it a reality.

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