Orcs Must Die! Deathtrap

Orcs Must Die! Deathtrap

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Questionable Barricade Rework?
What purpose does limiting the player to 16 total Barricades serve? Because currently, there aren't enough Barricades with the arbitrarily enforced limit to properly corral Orcs into choke points like previous titles. Throw into the lot the severe lack of Crowd Control traps such as the Confusion Flowers, Butterfly Wall Traps, etc.. and routing orcs/creating kill boxes is a nightmare in this iteration and borderline miserable!

Please, reverse this design decision. Instead, give us the option to purchase additional Barricades after we've used our 16 with a scaling cost such as

17th Barricade costs: 1,000
18th: 2,000
19th: 3,000

So on and so forth.

As a long time player of the series, I'm left confused as to the design decision of this and how you expect us to corral orcs without the tools to do so.

Much love,
Codeman
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Showing 16-30 of 47 comments
PewPew Jan 28 @ 2:57pm 
Just made a post and yeah the fact that barricades don't even work properly on some maps. Like what is the point of maps having multiple paths but the enemy ignores that and still chooses the shortest route? Like Try blocking some paths in castle courtyards, and watch the enemy deciding not to go around and instead focuses on destroying your barricades. Like bruh, there's 4 pathways, and you telling me you can only use 1? smh my head.
Pheace Jan 28 @ 2:58pm 
Originally posted by Black Hammer:
Originally posted by Pheace:

Do you have cades left to make an interesting killbox though? Or is it just, funnel everyone into one lane?

You generally don't want to funnel everyone into one lane if you can help it. Due to the long reload timers on traps, compared to how most tower defense games work, you want to stagger your defenses a bit early on. Shoving everything into a single killbox can work if you have the perfect layout, but often you're better off spreading damage out and around more of the map.
So, are combos still a thing/relevant in this one or is it more about spreading your damage?
Zouls Jan 28 @ 3:53pm 
Originally posted by Pheace:
Originally posted by Black Hammer:

You generally don't want to funnel everyone into one lane if you can help it. Due to the long reload timers on traps, compared to how most tower defense games work, you want to stagger your defenses a bit early on. Shoving everything into a single killbox can work if you have the perfect layout, but often you're better off spreading damage out and around more of the map.
So, are combos still a thing/relevant in this one or is it more about spreading your damage?


You need combos to charge your ult. And I think it impacts how many skulls you get. So quite important
Phelix Jan 28 @ 4:04pm 
We've managed to make quite a few good killboxes. It does take a bit of planning, but instead of using barricades to make the orcs zigzag, we use it to force everyone to walk in a big circle before they get to the rift. At the end of that big circle is where we put up our killbox.

We've still not found a good solution for the maps with two riftpoints though.

I'd still wish we could get more barricades though, it's more fun to create an ultimate deathzone than to run around shooting all the time.
Fox Jan 29 @ 5:53am 
question, ive unlocked double wide barricade. but for some reason, i can only place single ones, how do i equip the double wide barricade?? or is it bugged???
Originally posted by Fox:
question, ive unlocked double wide barricade. but for some reason, i can only place single ones, how do i equip the double wide barricade?? or is it bugged???

Wonderful question. You unlocked a "Thread" card, meaning when completing a wave during your mission, you'll have the CHANCE to select the Thread Double Barricade card IF you are lucky that modifies your barricades, for the rest of that run. Once you return to the Fortress, you'll lose all Thread Card bonuses you picked up during the missions. There's no guarantee that it'll show up during your run either, but you now have the option to select said Thread if it happens to do so.

I hope this helps :)
Last edited by Codeman Fluff; Jan 29 @ 6:06am
Zouls Jan 29 @ 7:12am 
Originally posted by PewPew:
Just made a post and yeah the fact that barricades don't even work properly on some maps. Like what is the point of maps having multiple paths but the enemy ignores that and still chooses the shortest route? Like Try blocking some paths in castle courtyards, and watch the enemy deciding not to go around and instead focuses on destroying your barricades. Like bruh, there's 4 pathways, and you telling me you can only use 1? smh my head.

literally in 10 hours havent had a single enemy destroy my barricades, if they do its because you messed up and forced them to have zero path forward, which it literally warns you about as the ghosts turns red and starts to attack the barricades.
Elhazzared Jan 30 @ 3:57am 
The number of barricades you have are limited by the number of players. 1 player gets 22 and you get 2 less per each player to a minimum of 16 at 4 players.

As for the idea, there is a slight departure from previous OMD games where the idea was to make a winding single lane maze where here you are only trying to restrict the zombies to 1 entry point. The reasons for this are obvious, 1 lane mazing made most map designs pointless.

However you are not SoL here, you must have noticed that you now ear much more money, that means you can put much more traps so while the orcs are not always funneled in a single lane, you have the money to put much more traps on all lanes and that also means rather than a orc stepping on a tile, taking damage and everyone behind potentially ignoring that trap, now you may have 3 orcs in 3 tiles each stepping on a trap so you can do a lot more damage faster.

Speaking for myself, I haven't found deathtrap harder than OMD 3. Not needing to spend money on mazing and having a lot more money to put down more traps has made the game easier for me in most circunstances. Sure some maps are harder than others due to layouts, but I've only really found 2 maps hard so far. One is the map where you have the riftg in the middle of a market stalls by the docks and the first boss though I've finally beat the first boss last night. It was just a matter of the right traps for the most part. Having the right characters also help.
Zouls Jan 30 @ 4:05am 
Originally posted by Elhazzared:
The number of barricades you have are limited by the number of players. 1 player gets 22 and you get 2 less per each player to a minimum of 16 at 4 players.

As for the idea, there is a slight departure from previous OMD games where the idea was to make a winding single lane maze where here you are only trying to restrict the zombies to 1 entry point. The reasons for this are obvious, 1 lane mazing made most map designs pointless.

However you are not SoL here, you must have noticed that you now ear much more money, that means you can put much more traps so while the orcs are not always funneled in a single lane, you have the money to put much more traps on all lanes and that also means rather than a orc stepping on a tile, taking damage and everyone behind potentially ignoring that trap, now you may have 3 orcs in 3 tiles each stepping on a trap so you can do a lot more damage faster.

Speaking for myself, I haven't found deathtrap harder than OMD 3. Not needing to spend money on mazing and having a lot more money to put down more traps has made the game easier for me in most circunstances. Sure some maps are harder than others due to layouts, but I've only really found 2 maps hard so far. One is the map where you have the riftg in the middle of a market stalls by the docks and the first boss though I've finally beat the first boss last night. It was just a matter of the right traps for the most part. Having the right characters also help.

completely this. people are sleeping on setting up traps around the map because you are swimming in cash, and not having played the earlier ones and just needing to rely on word of mouth from friends who has, the reset times are far far higher in this game to encourage you to split your traps up.
Tetori Jan 30 @ 4:16am 
I've only been playing solo so my experience will be different from a group but I think one of the most disappointing things is that I can't utilise 90% of the map with the limitations to barricades. There are maps that have the possibility to route the enemies in many different ways, but as a solo you can't really do any other way than the most optimal due to the limitations. I think having barricades cost after the initial free amount is a good idea but at the same time I don't think it would really make much difference considering a mission is only 6 waves long.
Zouls Jan 30 @ 4:25am 
Originally posted by Tetori:
I've only been playing solo so my experience will be different from a group but I think one of the most disappointing things is that I can't utilise 90% of the map with the limitations to barricades. There are maps that have the possibility to route the enemies in many different ways, but as a solo you can't really do any other way than the most optimal due to the limitations. I think having barricades cost after the initial free amount is a good idea but at the same time I don't think it would really make much difference considering a mission is only 6 waves long.

i wrote it in another post but i think its silly to equate "cant spam barricades everywhere" as meaning "cant make interesting trap setups anywhere else" especially now that we have 22 people are making multiple killboxes, but even without barricades you have obvious places to make crazy killboxes.
Caridor Jan 30 @ 4:39am 
Originally posted by Zouls:
Originally posted by Tetori:
I've only been playing solo so my experience will be different from a group but I think one of the most disappointing things is that I can't utilise 90% of the map with the limitations to barricades. There are maps that have the possibility to route the enemies in many different ways, but as a solo you can't really do any other way than the most optimal due to the limitations. I think having barricades cost after the initial free amount is a good idea but at the same time I don't think it would really make much difference considering a mission is only 6 waves long.

i wrote it in another post but i think its silly to equate "cant spam barricades everywhere" as meaning "cant make interesting trap setups anywhere else" especially now that we have 22 people are making multiple killboxes, but even without barricades you have obvious places to make crazy killboxes.

I mean, do you? There are some maps where usable ceilings are virtually non-existant and some where wall space is incredibly limited. Drydock springs to mind. Most of the map has no usable walls and the only ceilings are too high for most ceiling traps.
Originally posted by Caridor:
I mean, do you? There are some maps where usable ceilings are virtually non-existant and some where wall space is incredibly limited. Drydock springs to mind. Most of the map has no usable walls and the only ceilings are too high for most ceiling traps.

Hate to say this but the best ceiling trap is auto balista. Uses quarter space, has only 4 second cooldown (base, goes down to 3.6) and does ok damage. Once you have several in place it's disgusting, nothing gets past them. So ceiling height is almost never a problem, usauble ceiling can be.
KellyR Jan 30 @ 5:46am 
Originally posted by Elhazzared:
Originally posted by Caridor:
I mean, do you? There are some maps where usable ceilings are virtually non-existant and some where wall space is incredibly limited. Drydock springs to mind. Most of the map has no usable walls and the only ceilings are too high for most ceiling traps.

Hate to say this but the best ceiling trap is auto balista. Uses quarter space, has only 4 second cooldown (base, goes down to 3.6) and does ok damage. Once you have several in place it's disgusting, nothing gets past them. So ceiling height is almost never a problem, usauble ceiling can be.
I'll swear by the Molten Gold trap and the Swinging Mace traps forever. I'm basically printing rune coin with that combo.
Originally posted by KellyR:
I'll swear by the Molten Gold trap and the Swinging Mace traps forever. I'm basically printing rune coin with that combo.

Molten gold for printing money for sure, Swinging mace traps are a file and forget. Use too much space, low damage, may knock enemies over barriers. If the ceiling is low then ceiling pounders are amazing. Massive damage, low cost and they stun, also their upgrades are brutally good, 100% more damage , 50 more stun duration. Granted you need low ceiling but it's amazing.

The reason I still put auto balista above is that ultimately you need to kill in order to win and balistas are a huge menace for ceiling traps. I am playing with a friend and since we're still getting our skulls, I have full discounds and damage on ceiling and he on floors. Every game I spend nearly all of my cash on auto balistas. I put a few ice spears too for CC, at least a molten gold in strategic places and if the ceiling allows then some pounders. He mostly does ground and walls because I have nearly infinite space for balistas except some very rare maps. They also do great against fliers.
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Date Posted: Jan 28 @ 12:16pm
Posts: 47