Dungeons 2

Dungeons 2

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sgreco1970 May 4, 2015 @ 11:44am
traps feel useless after a short while
after maybe the third hero incusion, it feels like they just deactivate every door and trap. I've started just not bothering with them and Im still winning just fine. Would like to see this mechanic matter more.
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Showing 1-15 of 20 comments
Phelsarus'Beel May 4, 2015 @ 11:50am 
Actualy traps are fine. The only unit that can disarm them is the gnome and even then he can only disarm so many traps till his mana runs out and he can't do it anymore.

In general the best traps for dealing with those guys is using Rolling Boulder (Horde traps or Flametraps (Demons) as they trigger before the gnome even has a chance to get to them.

Otherwise i tend to just snipe the Gnome with either Thunderbolt or Fireball as the rest of the party will just die from my traps anyway (exploding chests deal a good amount of damage killing most waves of enemys after the 4th or 5th chest)
sgreco1970 May 4, 2015 @ 11:56am 
Really? I watched him just calmly walk through 5 hallways of traps. He never seemed to run out, was fooled by nothing, never missed a trap. Again, because I can NEVER use traps and be just fine, they aren't a vital mechanic and they should be. We should need them and they should work. That's the fun of them.
Phelsarus'Beel May 4, 2015 @ 12:03pm 
Originally posted by sgreco1970:
Really? I watched him just calmly walk through 5 hallways of traps. He never seemed to run out, was fooled by nothing, never missed a trap. Again, because I can NEVER use traps and be just fine, they aren't a vital mechanic and they should be. We should need them and they should work. That's the fun of them.
As i said till you get the traps that trigger from a bigger distance i just snipe him with spells its not like that you need that Mana for much in the level 1 dungeon and once you reach level 2 you can easily wipe most hero waves with traps

My setup for horde is always path with multiple corners where i place my buolder and multiple alcoves for chests wipes most waves just fine cause the gnomes trigger the boulders while trying to disarm them get squashed then they trigger a second one and die (execpt they have a fairy in the group) and after that the rest of the group is toast anyways

As for demons its harder because you don't have traps that trigger from a distance till you get the level 3 dungeon so i just tend to place a big amount of spidereggs in a corridor (like 8-12 of them he can't dissarm them all) and later on add the flametraps later on.

However i give it that certaint traps feel less usefull like i never use Spiketraps or the Sticky Eggs because raw damage is better and there are barely enemys that are worth slowing down
Getti May 4, 2015 @ 12:05pm 
Try to build a long path with 5 tar or spike traps. Do not position them next to each other but let 1 tile free between them. After 4 dismantle in a row the gnom normalle runs back to the first one.

Or try to burn him with the lightning. Just hold your left mouse button clicked. Without a shielding paladin all Gnomes are dead after 5 of those (costs 100 mana).

Have a nice day finding out that traps are way to powerful and you really do not need monsters for defense! 2 Rolling bolders in a row do wonders 2. Just let 1 tile free between them.

You can try to work with those treasure chests 2. The Heros are to greedy and don t wait for the gnome to dismantle so the try to run there. With some good positioning you can get them stuck into an room waiting for the gnom to dismantle the traps and have them shredded to pieces by another trap.
Last edited by Getti; May 4, 2015 @ 12:08pm
sgreco1970 May 4, 2015 @ 1:04pm 
Originally posted by Terso:
Try to build a long path with 5 tar or spike traps. Do not position them next to each other but let 1 tile free between them. After 4 dismantle in a row the gnom normalle runs back to the first one.

Or try to burn him with the lightning. Just hold your left mouse button clicked. Without a shielding paladin all Gnomes are dead after 5 of those (costs 100 mana).

Have a nice day finding out that traps are way to powerful and you really do not need monsters for defense! 2 Rolling bolders in a row do wonders 2. Just let 1 tile free between them.

You can try to work with those treasure chests 2. The Heros are to greedy and don t wait for the gnome to dismantle so the try to run there. With some good positioning you can get them stuck into an room waiting for the gnom to dismantle the traps and have them shredded to pieces by another trap.

None of that has been my experience. The guards ignore the chests and wait as the gnome goers forward and dismantles them. He dismantles the boulders too, they never get to go off.
Honorable_D May 4, 2015 @ 2:47pm 
No way, traps are great!

http://images.akamai.steamusercontent.com/ugc/716414182920155300/ECC9FBF9D8887DE980BABA1C582BFB2914D6601A/1024x0.resizedimage

That setup I had there wrecked everything! Rolling boulder at the front killed the bard/trap disabler and then the rest rarely made it past the first Tesla trap there.
Unders May 4, 2015 @ 3:24pm 
i use the following setup for demons before you get the fire wave trap

+++p++
+EEE+
+EEE+

+ = wall
p = portal trap
E = spider egg trap

what happens is one of the units traveling with the gnome will leroy into the portal trap, which yanks him into the egg traps (triggering most of them, sometimes all) before he vanishes. Then the spiders that hatch zerg the gnome and the rest of the units. Place a guard room nearby for easy free xp (an occasionally mopping up survivors).
Harukage May 4, 2015 @ 5:14pm 
Ergh... usualy putting like 7-8 chests or town portals is enough to wipe the whole party of any composition. That will leave a poor gnome alone and as he wonders deeper he will 100% be killed by a random bored creature.
Jet City Gambler May 4, 2015 @ 7:29pm 
I like going with a spinner right at the entrance (surrounded by tar pits), then a long straight corridor filled with tar pit-bomb-tar pit-bomb all the way down. Cheap to build and quite effective. Put a roller at the end, a lot of times when they first come in they wait until the engie has zapped most of the traps. Then as they try to slog down the corridor the timer runs out and BAM BAM BAM. Then when the boulder cuts loose and wipes out the whole squadron, it's a wonder to behold.

For the demons, yeah rooms full of eggs and webs are the way to go. I built a series of 4 3x3 egg rooms in one of my demon dungeons (and don't discount the doors, demon doors are awesoe). No one ever made it to the end.
Harukage May 4, 2015 @ 7:31pm 
A rock with dynamite is awesome at killing gnomes. Put it near the entrance in the end of narrow corridor.
Unders May 5, 2015 @ 12:13am 
also amusingly, the demon spell that summons that monster for xp points is hilarious combined with massively long corridors and flame wave traps, because the little critter also triggers traps.

I've nuked whole groups by spending a little bit of mana to trigger 3-4 flame waves before they even spotted the traps.
patchnotes  [developer] May 5, 2015 @ 1:09am 
To be honest I rather thought that traps are a bit overpowered at the moment. I mean every hero group without a bard is toast ...
Unders May 5, 2015 @ 2:48am 
yeah they do feel pretty strong, i've started to mix in less traps and a guardpost when i do skirmish. Even morningwood with the massive enemy waves at the end just die too easily to traps.

especially since the gnome's disable trap ai seems a little iffy. it's pretty easy to have him remain mostly in the same place due to him doubling back to disable traps behind him (and eventually the army gets roasted due to those flame tile traps lining the floor gradually burning them off).

if i go nothing but the fire tile traps the only thing that can get through is elves and gnomes, simply because everything else burns to death while the gnomes are all like "must disable all the things"
MrAltF4 May 5, 2015 @ 6:50am 
Originally posted by patchnotes:
To be honest I rather thought that traps are a bit overpowered at the moment. I mean every hero group without a bard is toast ...

...Toast machine trap.
I can imagine it now, there are 2 slots in the floor, and the first 2 enemies that step on it, slot into the machine, seconds later them pop out all crispy with a little less health.
How you balance this awesomeness is easy, get them to pop out on the opposite side to the side they came in.

Ok, very unlikely, but a man can hope right?:beatmeat:

EDIT: Dear god, you could make a train of toast traps... deliever the enemy right to your guard room :D
Last edited by MrAltF4; May 5, 2015 @ 6:52am
Phelsarus'Beel May 5, 2015 @ 7:01am 
Originally posted by Alt:
Originally posted by patchnotes:
To be honest I rather thought that traps are a bit overpowered at the moment. I mean every hero group without a bard is toast ...

...Toast machine trap.
I can imagine it now, there are 2 slots in the floor, and the first 2 enemies that step on it, slot into the machine, seconds later them pop out all crispy with a little less health.
How you balance this awesomeness is easy, get them to pop out on the opposite side to the side they came in.

Ok, very unlikely, but a man can hope right?:beatmeat:

EDIT: Dear god, you could make a train of toast traps... deliever the enemy right to your guard room :D
That sounds like something right out of Evil Genius why not add a Piranhapooltrap (or whatever evil seacreature you want to nibble on the heroes) while where at it. I mean sure we could use the boring and working stuff but go all out the sky is the limit as people say. I mean if the new faction has a set of completly stupid yet fun traps i would be all over that (since its hinted ta undead why not turn the toaster idea into a deep freezer would fit very well with undead)
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Date Posted: May 4, 2015 @ 11:44am
Posts: 20