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Trap Boxes

Discussion in 'UHall' started by Rage Munkie, May 27, 2015.

  1. Rage Munkie

    Rage Munkie Visitor
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    Please devs add it in so that shatter pots break trap boxes or cause them to explode or something !!!! I'll luv u long time!
     
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  2. Yadd of Legends

    Yadd of Legends Certifiable
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    I don't use trapped boxes, so sorry I can't comment on that, but I do like the rage monkey avatar
     
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  3. CovenantX

    CovenantX Babbling Loonie
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    it would be the end of playing without resisting spells in pvp, I like it.
     
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  4. Old Vet Back Again

    Old Vet Back Again Slightly Crazed

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    I would just love a nerf of some sorts. This is a great idea. The only other one I have is making them limited in use. I.E. 10 charges
     
  5. King Greg

    King Greg Seasoned Veteran

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    How about you make it so people can't teleport out of a crossfield while you are at it. Why bother even letting people have the chance to not get X Fielded.
     
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  6. Jirel of Joiry

    Jirel of Joiry Certifiable
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    I'd like to make it where you could trap pressie boxes. Like this :



    L
     
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  7. Lore Denin (GL)

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    "The mechanic traps needs time to reset" 3 seconds between uses. 2 at 50 tinkering, and 1 at gm.
     
  8. MalagAste

    MalagAste Belaern d'Zhaunil
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    They can "fix" trap boxes when they take away the para gank... lameness.
     
  9. FrejaSP

    FrejaSP Queen of The Outlaws
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    I believe it is very balanced. Now I don't know if the box can be insured on normal shards, else make a trapped box cursed, then you can loot it, when you kill the guy.
     
    #9 FrejaSP, May 28, 2015
    Last edited: May 28, 2015
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  10. MalagAste

    MalagAste Belaern d'Zhaunil
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    You can't insure a container. It hurts so it's balance IMO... if you have to open it several times in a row you're going to die regardless and if the lame mages would stop casting Para on you long enough to cast something harmful they would kill you much faster... stopping to cast para every other spell is silly.... just get the job done. The box is nice once in awhile but it's not going to work 10 times in a row you'll kill yourself. It does do damage... which is the point. But putting 120 resist on my character just in the off chance I come against a para ganking group of mages is more lame than the box. I don't need 120 resist for anything else since it honestly doesn't do much else and you can argue till your blue in the face and your fingers fall off with that one but as for poison and every other spell under the sun I can pretty much ignore being poisoned as is.... so having that lessened really isn't that big of deal... and most other things are gone the second I cast remove curse... which I can do fairly often. So the resisting spells is NEVER worth the 120 skill points.

    I still say they can take my trapped box off my cold dead corpse so whoopee... and it's as fair as the lame paragank.
     
  11. kaio

    kaio Sage
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    Im pretty sure, if there ever will become a way of destroying trapped-boxes, everyone would get resist..And the day after, every mage would get necro, for the omen+para combo.
    It would however be nice if taken damage from a box, would give a chance to break the paralyze..
     
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  12. Marisa Kirisame

    Marisa Kirisame Seasoned Veteran

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    Double click an axe, target the trapped box. Done, the trapped box is now destroyed.
     
  13. Merus

    Merus Babbling Loonie
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    3 second cool down on para, 5 second "re-arm" on trapped box.
     
  14. DJAd

    DJAd Stratics Legend
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    I think they are just fine as they are now.
     
  15. Gedgerez Tesherd

    Gedgerez Tesherd Journeyman

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    Here is a rough tease at the possibility for resolution that includes a buff for those whom insist on circumventing paralyze at the cost of skill points. Basically all Tinkering container trap damage will need to equal 100% regardless of skill with this proposal.
    Grasp if you will the additional incentive to update the Tinker Trap containers into two classifications of Defensive, and Offensive Toggle features.

    -Tailor skill menu gains container creation ability using plain leather:
    Backpack, Bag , & Pouch
    -Blacksmith skill menu gains container creation ability using iron ingots:
    Metal Box (gold), Metal Chest (silver)
    -Alchemy skill menu gains new Gas Cloud potion (similar to Poison Strike)
    -Poisoning skill passive auto cure chance has been removed.
    -New Talisman of Leather Summoning is available from allocated monster loot & quest.

    Revamp


    -Leather, & Metal containers may now be trapped.
    -Trap material requirements reduced to a total 10 leather, metal, or wood.
    -All Tinkering skill trapped containers gain 10 second cool-down on use.
    -Trap creation now applies name tag onto container: Dart Trap, Explosion Trap, & Poison Trap.
    -Trap creation now applies permanent hue allocation for leather, metal, & wood containers:
    Dart Trap: Blue
    Explosion Trap: Pink
    Poison Trap: Green

    -Container Trap creation based on Tinkering skill level.
    Scaling:
    0-19.9 skill = 0% chance
    20-39.9 skill = 20% chance
    40-59.9 skill = 40% chance
    60-79.9 skill = 60% chance
    80-99.9 skill = 80% chance
    100 skill = 100% chance

    -Tinkering skill Explosion & Dart Trap container damage:
    110 damage = 0-100 skill (nonresistance)

    -Tinkering skill Poison Trap container damage:
    40 damage per second = 0-100 skill (nonresistance)

    -Container Trap passive reduction based on Tinkering skill level (Defense toggle).
    Scaling:
    0-19.9 skill + 0% reduction = 110 damage
    20-39.9 skill + 20% reduction = 90 damage
    40-59.9 skill + 40% reduction = 70 damage
    60-79.9 skill + 60% reduction = 50 damage
    80-99.9 skill + 80% reduction = 30 damage
    100 skill + 100% reduction = 10 damage


    Defensive Trap
    Toggle: (Trap abilities & buffs subject to trap container cool-down)

    Dart Trap:
    -Single damage infliction scaled with Tinkering skill level.
    -100 Healing skill gains passive Bandage to self on use.
    -100 Alchemy skill adds 10+ Physical Resistance.

    Explosion Trap:
    -Single damage infliction scaled with Tinkering skill level.
    -100 Necromancy skill gains passive Vampiric Embrace.
    -100 Alchemy skill adds passive 10+ Fire Resistance.

    Poison Trap:
    -Damage over time infliction scaled with Tinkering skill level.
    -100 Tinkering skill removes Poison Trap self infliction.
    -100 Poisoning skill auto cures any Poison damage over time on use (subject to Poisoning skill level).
    -100 Alchemy skill adds 10+ Poison Resistance.

    Offensive Trap Toggle: (Trap abilities & buffs subject to trap container cool-down)

    Dart Trap:
    -Single damage infliction scaled with Tinkering skill level.
    -100 Bushido skill (real) gains passive Frenzied Whirlwind Special Attack on use (subject to Frenzied Whirlwind special attack mana cost).
    -100 Alchemy skill adds +5 Physical Damage.

    Explosion Trap:
    -Single damage infliction scaled with Tinkering skill level.
    -100 Alchemy skill gains passive Conflagration on use (subject to potion cool-down).
    -100 Alchemy skill gains +5 Fire Damage.

    Poison Trap
    :
    -Damage over time infliction scaled with Tinkering skill level.
    -100 Tinkering skill removes Poison Trap damage over time infliction.
    -100 Poisoning skill auto applies Poison potions to weapons on use.
    -100 Alchemy skill gains passive Gas Cloud potion on use (subject to potion cool-down).
    -100 Alchemy Skill gains +5 Poison Damage.
     
    #15 Gedgerez Tesherd, May 28, 2015
    Last edited: May 28, 2015
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  16. Skalazar

    Skalazar Adventurer

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    Can't we just give trap boxes charges?

    They should remain in the game sure but give each one 10 charges so you actually have to restock and not use the same box forever.
     
  17. PlayerSkillFTW

    PlayerSkillFTW Lore Master
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    Mana Vamp. You won't be casting anything if you get Mana Vamped with 0 Resist.
     
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  18. Scribbles

    Scribbles Babbling Loonie
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    Trap boxes are fine the way they are... we already nerfed stone shoes. It is already hard enough to play a lonely DSer against the 4 people that want to constantly para gank. There is no need for a change specially when you can just mana vamp anyone relying on a trap box heavily... PvP is already dead enough, lets not ruin it more so more people stop playing.
     
  19. MalagAste

    MalagAste Belaern d'Zhaunil
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    For a VERY short time. Wouldn't take long to get it back first animal that I came across I'd have it back.
     
  20. Marisa Kirisame

    Marisa Kirisame Seasoned Veteran

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    Tagged trap boxes? Detect hidden useless here?
     
  21. MalagAste

    MalagAste Belaern d'Zhaunil
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    Detect hidden is almost as useless as 120 stealth and GM hiding being undone by 20 JOAT.
     
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  22. cazador

    cazador Crazed Zealot
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    If they just brought back pop boxes. Then there wouldn't be need for trap boxes. Make trap boxes do 30 damage and trap pouches do 5.
    When trapped the pouch turns red.
    So at least it's not an infinite loop of un-paralyzes. It isn't too difficult to add an option "Target UnTrapped Pouch"
    "Target Trapped Pouch"


    Sent from my iPhone using Tapatalk
     
  23. Ruppy2

    Ruppy2 Journeyman
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    That's it...I'm coming to your Castle and blocking your recall spot :)
     
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  24. mspossi

    mspossi Journeyman
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    Lol!:thumbup1:
     
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  25. mspossi

    mspossi Journeyman
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    Hello! I think this would be the way to survive in empty shards like mine, because if you get caught walking alone, by a group of pkillers, (they always attack in two or three) ... you have no chance!:cursing:
    This will force them to give up at least two skills to make resist spell in 120!:smile2:
    and maybe I have a chance against a group, even if escape;)
     
  26. transcendent

    transcendent Adventurer

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    Actually it will be even more difficult to escape. If a pk casts omen/para on you, there is no escaping without a trapped box. 120 resist won't save you.
     
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  27. mspossi

    mspossi Journeyman
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    It hurts to have to agree with you, but something had to be done so that you have at least a fair fight, :grin:
     
  28. transcendent

    transcendent Adventurer

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    dexers with 120 resist would have no way to counter omen/para or omen/mana vamp combo. Unlike mages, they can't cast magic arrow on themselves after getting hit with evil omen.
     
  29. MalagAste

    MalagAste Belaern d'Zhaunil
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    You can in you are human.... and carry just enough regs or some sort of lrc or something to cast it. magic arrow is a low spell.... but I don't play humans.
     
  30. Victim of Siege

    Victim of Siege Crazed Zealot
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    Humans are so 1997 arent they? *chuckles*
     
  31. MalagAste

    MalagAste Belaern d'Zhaunil
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    LOL they are.
     
  32. CovenantX

    CovenantX Babbling Loonie
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    There are ways to counter it before para hits you even without a box. all you do is cast a spell that freezes you in-place, use spiritspeak, use a wand while someone is trying to para you..
    So many ways, timing is everything.
    ez
     
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  33. King Greg

    King Greg Seasoned Veteran

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    Hmm.. so while 3 mages are para spamming me All I have to do is use Spirit Speak. Got it.
     
  34. CovenantX

    CovenantX Babbling Loonie
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    Only when omen is used, IF you have resist, if you don't well.... there you go. Spells would still work, if said 3 mages aren't good (at all). you cannot be para'd if you're already frozen....

    Hrmm, why hasn't Casting Focus or Poison Immunity been changed yet ? That's more important than trap-boxes.