#Dash Suppression in Trap Rooms

5 messages · Page 1 of 1 (latest)

rain shuttle
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At this point, my group has reached the conclusion that traps fall a little flat compared to the first game. I think part of this comes from the fact that dashing is often the best strategy for tackling the challenge. Just dash over one patch of damage rather than puzzle out how to properly solve the room.

My suggestion would be adding a clear suppression of the dash mechanic in some of the rooms. The more methodical solving of trap rooms was often more fun in the first game in my opinion. That being said, it doesn't need to be all the rooms. In fact, some of my favorite traps from this game have been the ones that expect the utilization of the dash mechanic. I think a variety of traps that allow/expect you to use dash and traps that force you to move at a normal speed and time your movement would be a nice change. I think that opens up some more creative room for traps as well given dashing can invalidate a large section of the room in a very quick manner.

wheat pivot
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I somewhat agree. Most of the traps work fine but there are definitely several in the last few areas that I've never done the correct way... There's never been a need. Quick dash in, grab loot, dash out... Eating full damage the whole way without issue. Why bother solving the trap at that point?

Those traps need a rework or an adjustment to dashing while doing them

white gate
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I love seeing the downvotes whenever this topic is brought up, as though people are still struggling with them or just don't want to deal with them at all. lol

wraith summit
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I think the better solution is to make them scale more in line with HoH1, which made traps almost, instakills in later NG

meager patio
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trap damage is fine. there are reductions through architect and rogue, but damage definitely goes up fine with ng+s. design is mostly fine, but there are a few in the barracks that i dont understand how its even possible to do flawlessly. all of the other biomes are fine (except for the needlessly invisible traps in the dark corridors. those are just stupid design. at least mark the ground after triggering the first time so we dont accidentally back up into it while playing a fucking bullet hell that wrecks readability. at least we can turn them off with the architect).

one major thing that needs to change is that fire traps need to trigger at a further distance away. you have to basically be on top of them in order to see which is a trap and which is the safe path. you mess that up and you're either taking damage or completely in the dark. if you're anywhere on the sawblade path that lines the fire traps, you need to be able to check the fire. there isnt enough time for such absurd precision.