I decided to take this topic to a new thread other than derailing a previous thread on a different topic. It's another t-map balance thread. I was toying around with some interesting ideas I had and wanted to know what you folks thought: 1. Chest Gaurdians - The name says it all. These gaurdians should not be able to be led away from the chest forcing others to deal with them. They should automatically teleport back to the chest if they stray too far. Also, if there is no chest to guard then there is no need for a chest guardian. Once the chest is destroyed, the guardian(s) should dispel with it. 2. Paragon/Blacrock infested maps - Paragon and Blackrock infected creatures should give Paragon and Blackrock infected maps. These maps would be hued fire orange or etheral respectively and spawn Paragon or Blackrock infected guardians initially with a high chance of of addtional guardians spawning with the same affliction. The chance these guardians will carry additional maps should be halved, but they could still drop minor arties or boxes. 3. Remove Trap - This skill has been overlooked for some time. I was thinking at first to suggest nerfing telekenisis to cause the explosion to damage the loot and lower it's intensity. Kind of the opposite of luck. But we really don't need another reason not to do t-maps. So I had a few other ideas that could work fine alone or in combination with each other: a. Leave existing loot as is and add new loot to the tables. Then factor in the telekenisis explosion to give a high chance of destroying or severly damaging the new loot. Remove trap would guaruntee the additional loot would be in the chest and un-harmed. This could be loot for imbuing as a dev suggested before, a resource/rare gem cache (a commodity deed for various amounts of rare ingots or wood based on the level of the chest), ancient gold checks, different types of rubble, ML ingredients, rare (like 1/1000) chance of an artifact or set item. These are just ideas for new loot. Whatever the new loot would be, it should be substantial enough to merit GMing remove trap. b. Change the telekenisis explosion to leave the chest in tact but scatter loot all around (like a crimson dragon kill) and initially spawn twice as many guardians. The gaurdians will immediately start gathering the loot (like looting a corpse) and would have to be defeated to get it back. The guardians will ignore you unless you attack them until all loot in the blast radius is gathered. If the chest is destroyed, the guardians will remain long enough to gather all loot on the ground in the blast radius, then they will dispel taking the loot with them. c. Remove trap will actually place the trap in your pack. This trap can be dis-assembled by a tinkerer for rare resources, ingredients, imbuing items and rare gems similar to the items suggested in point a, and/or you can obtain different gears and parts from various dis-assembled traps that allow you to make other assembled items or enhancements. You can also just use the traps as you would an explosion pot... double click and throw. d. Remove trap would eliminate or greatly decrease the chance of any additional guardians spawned by rummaging through the chest. Well I think that about covers all my issues with t-hunting. Thanks for reading and letting me vent. Feel free to add more ideas or comments on mine.