November 30, 201510 yr Hello, It seems that, since v2.03, we can't place more than one trap simultaneously anymore If a character have placed a trap, when another character place a second trap, the first one gonna vanish immediately ! "damn I've just lost a trap". Bug or design change decision ? IMHO, I liked the capability to place on trap per character, as a maximum (I've at least 2 mechanic-skilled dudes in my team, they were used to place 2 traps before triggering hard battles). Regards, Thomas
November 30, 201510 yr Hello Thomas, This is by design. You can only now place 1 trap at a time. If there is a large demand on how the trap mechanic works, we are more than happy to get feedback and suggestions from the community. Thank you for your support. Obsidian Discord || Grounded Discord
November 30, 201510 yr Aarik, I get why taking multiple traps away from a single party member kinda makes sense. I think taking multiple traps from multiple party members away is questionable. I think equating traps and seals/wards is probably going too far. My 2 cents. EDIT: imma say one more thing then shut up - if Josh wanted to ensure that players would have one party member who heavily specialized in Mechanics and have everyone else ignore it, this would be a great way to accomplish that goal. Just sayin'. Edited December 1, 201510 yr by Achilles
December 3, 201510 yr Author Some personal thoughts, in favor of the old behavior (one placed trap max by hero) : - we generally have not much heroes specialized in mechanics skill. So only 1 or 2 "simultaneously placed" traps will be efficient, others way less. So players won't be much tempted to place 6 traps at the same time (for instance 1 trap by hero). - traps are quite rare stuff to pick-up, or very expansive stuff to purchase : so quite rare to be used. So placing one trap by hero is far from a common job to perfom. We usually don't want to use all our traps for one unique battle. Anyway : whatever the design choices are, I strongly believe that making disappear a first placed trap when a second trap is placed just after, without any warning for the player, is a real issue. "whe... where is my firs trap ?!? damn I lost a trap !!!". We really need to prevent the capability to place a second trap, plus to add a vocal / UI message to explain the player that he can't place more that on trap simulteanously. Arti.
December 4, 201510 yr @TC: Thanks for pointing this out. It was really helpful as I was running 3 Mechanics high char just for the opportunity to get some extra mileage off traps. It is a shame that I had to read about this rather big change off a bug section instead of the patch notes. Personally, I don't understand the rationale of the further nerf in traps. There was already a big nerf to traps when the accuracy was heavily reduced (to the point high level traps started with something like -25 acc). At this point, I probably start treating them as vendor trash.
December 8, 201510 yr Having only 1 active trap\seal active for the whole party doesn't make any sense and renders them useless. I really don't see why casting a seal should remove a trap and viceversa, nor why a trap placed by B will remove a trap placed by A.
December 8, 201510 yr I second that. The old solution was better and made more sense. Deadfire Community Patch: Nexus Mods
December 8, 201510 yr Thanks for the feedback guys! Keep em coming! I'll forward your feedback to the dev team. Obsidian Discord || Grounded Discord
December 11, 201510 yr Hey everyone, Just to update you on the issue. Every character can place a trap down, there is a bug right now where if you place a trap within 3 meters of another companions trap, it will cause the first trap to disappear. Hope that clears up the issue for you all. Obsidian Discord || Grounded Discord
December 11, 201510 yr Hey everyone, Just to update you on the issue. Every character can place a trap down, there is a bug right now where if you place a trap within 3 meters of another companions trap, it will cause the first trap to disappear. Hope that clears up the issue for you all. I'll take a bug over an unreasonable nerf any day, Aarik. Thanks for chasing this down and following up with us.
December 12, 201510 yr I'm also very happy to hear that it will remain possible to employ one trap per party member . Thanks for listening to the previous feedback above.
December 14, 201510 yr Hey Aarik, Is this why Rime and Frost traps don't create a blanket of nastiness anymore or is that a separate issue?
December 14, 201510 yr I think we reduce the vfx particles because it was getting a little crazy with all the other stuff going on in the game to help out on performance. Obsidian Discord || Grounded Discord
December 14, 201510 yr Hi Aarik, in in that case, please see this: http://forums.obsidian.net/topic/83279-too-much-micro-management-required-to-make-rime-and-frost-traps-worthwhile/
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