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Post Icon fire bomb - spring limit?

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Monnreal

Squire

35 Posts

Joined 2014-03-06

March 09, 2014 00:18 (12 months ago)

I was happy playing the game. Till i hit level 14, every. fucking. castle. the same sh*t.

Really, there should be a stop to this gamebreaking mechanic, maybe add more time till firebomb explode? Or a limit in it, but make this stop!


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Hedning1390

Foot Soldier

333 Posts

Joined 2013-07-06

March 09, 2014 02:39 (12 months ago)

On level 1 spring boards charge towards the wall and you'll be able to trigger them but not get flung as long as you hug the wall.

On level 22 though you'll really see a spike in the use of this trap however they are still avoidable albeit while taking some damage.


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eyestrain92

Squire

14 Posts

Joined 2014-03-05

March 09, 2014 02:44 (12 months ago)

Quote | Hedning1390 posted on Mar 09 2014 02:39 AM UTC

On level 1 spring boards charge towards the wall and you'll be able to trigger them but not get flung as long as you hug the wall.

On level 22 though you'll really see a spike in the use of this trap however they are still avoidable albeit while taking some damage.

That's the problem - knights get a free pass on springboards without a dash but then everyone requires a dash or an area to "trip" it in order to avoid things like the dreaded 6x6 fire mine. At 22 knights have enough hp to survive said trap and eveyone else gets even more hosed - putting a gel wall before springboard 2 prevents "tripping" them due to response time and the fact it aoe's just off its tile.


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Ralvuimego

Squire

62 Posts

Joined 2013-10-15

March 09, 2014 03:29 (12 months ago)

The most elegant solution to this problem that I've heard tabled would actually be to make the damage on the fire mine a non-stacking 0.5 second damage over time effect. This would prevent multiple mines stacked on top of eachother from being able to do more damage than a single mine. After that, you could substantially buff the damage of the fire mine, to make a single fire mine hurt more... because individually their damage isn't great.


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Hedning1390

Foot Soldier

333 Posts

Joined 2013-07-06

March 09, 2014 03:31 (12 months ago)

No. Every class can avoid dying while taking damage to the level 2 spring board set up. You just can't hug the wall or trick it like you can level 1.

Quote | Ralvuimego posted on Mar 09 2014 03:29 AM UTC

The most elegant solution to this problem that I've heard tabled would actually be to make the damage on the fire mine a non-stacking 0.5 second damage over time effect.


What I would like to see would be to have the gel wall absorb damage from other traps (read: ballistic cannon) since you can't move away while in the gel. A trap is in my opinion something that you should take damage from only by accident.

last edited: March 09, 2014 03:38 (12 months ago)

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Ralvuimego

Squire

62 Posts

Joined 2013-10-15

March 09, 2014 03:59 (12 months ago)

Quote | Hedning1390 posted on Mar 09 2014 03:31 AM UTC

A trap is in my opinion something that you should take damage from only by accident.

I kind of agree with you here, but at the same time I kinda don't. In my opinion it differs from trap to trap. Some traps are about space control (jelly walls, hamster wheels, grammophones), some are about keeping the attacker moving and to prevent them from hiding around corners (Ballistic cannons), and some are meant to act as a nasty surprise factor for people rushing into things (Spring traps, various mines).

Right now space control traps are weak because monsters don't want to be anywhere near them (kind of defeats the point), and ballistic cannons are just being abused to no end. I agree that something needs to change with the ballistic trap + slime wall setup, even though I play the class that is effected by them the least (Archer). The same fix from the fire mine could theoretically be applied to the ballistic trap (Longer duration to compensate for the separated fire rate), which would provide a welcome break to the ballistic trap spam I see quite often in people's kill rooms... but feels too much like a genuine nerf to the trap overall.


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diablosdungeon

Peasant

5 Posts

Joined 2014-02-26

March 09, 2014 06:11 (12 months ago)

Does the crowd control reduction spec reduce the effect of the Jelly slow?

I think that could potentially solve the problem.


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