Dungeon Warfare
Avyctes May 28, 2015 @ 6:16am
Inferno trap
In build 13 these have a bug fixed but I feel they're still pretty weak. I'm trying to complete some maps with 8 runes with them but, well, they suck at pretty much all of them. This annoys me, this trap has such potential but I can't seem to make it work except in situations where any trap would work. The issues as I see them are the price, far too expensive compared to for example lightning trap (which is much stronger). There's also the fact that you have to combine them with slime traps, taking up two of the three slots and even then many enemies walk past them fairly unharmed.

I like this trap a lot but at the same time hate it.

Has anyone made them work on the harder maps (say mineshaft and beyond)? If so, how? I just end up yelling at the screen and using some other trap instead.
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Showing 1-15 of 17 comments
Librarius May 29, 2015 @ 2:59am 
I agree. I never seem to make them work. Against fast enemies they are useless, since they always fire too late. Slower enemies can be damaged way more with other traps. I always use spike trap ans slow/block combo's in those area's. Even in levels with no pits to throw your enemies in I rather use a hefty bolt trap+slow and spike combo's. Maybe the catchment area needs to be bigger.

Maybe with the freeze trap and slow trap you can flame them to death.... I will try this soon.
While im having some problems utilizing them, too, theres something about fire traps you should care about. Take a look at the Knights HP in each Picture.

http://steamcommunity.com/sharedfiles/filedetails/?id=451609230

http://steamcommunity.com/sharedfiles/filedetails/?id=451607475

http://steamcommunity.com/sharedfiles/filedetails/?id=451606186

http://steamcommunity.com/sharedfiles/filedetails/?id=451606238

A question to the dev: How much damage is the inferno trap really supposed to do? A single inferno traps deals 4 damage, which would make them really underwhelming if the stacking would be fixed.
Last edited by Ellis in Wonderland; May 29, 2015 @ 3:15pm
Groquest  [developer] May 31, 2015 @ 2:50am 
The flame damage works like this:
When a unit is hit by a flame projectile -
1. If the unit doesn't have a flame debuff, it will get a new flame debuff which deals 1 damage per second for 4 seconds.
2. If the unit has at least 0.5 second old flame debuff, its debuff will be replaced with a new debuff which deals 2 damage per second for 4 seconds. (dps is increased by 1 whenever this happens)
3. If the unit has a flame debuff but it's less than 0.5 second old, nothing happens.
Last edited by Groquest; May 31, 2015 @ 2:54am
Alright now that explains a lot. So that way the newly added fire spike trap can deal more damage than the other variant in certain situations. I went ahead and did some more testing, when i found this:

http://steamcommunity.com/sharedfiles/filedetails/?id=452576397
I just tried mineshaft on 8 runes and it was pretty easy. Used some inferno and spike traps + some blockers. Since i use inferno traps a lot i dont think these are underpowered.

http://steamcommunity.com/sharedfiles/filedetails/?id=456143703
Last edited by Ellis in Wonderland; Jun 6, 2015 @ 3:59am
Avyctes Jun 6, 2015 @ 8:10am 
That screenshot is definitely not using 8 runes.
Im not using halved trap masteries and 3 trap slots only, but all the other 8 runes.

http://steamcommunity.com/sharedfiles/filedetails/?id=456399749
Last edited by Ellis in Wonderland; Jun 6, 2015 @ 11:50am
Librarius Jun 6, 2015 @ 12:01pm 
Replicated.

http://steamcommunity.com/sharedfiles/filedetails/?id=456403971

It amazed me how effective this setup was against these weaker but fast units. It just ate up those frenzied etc. fast 100+ thieves of the last wave.

How does such a set up hold up in a level like "shallow grave" and "the mountain"? Both levels I have trouble getting more than one rune (namely blood). Does it stop those huge waves of strong monsters? I could replace my freeze traps with this and have an almost identical setup I used for the blood runes.
Avyctes Jun 6, 2015 @ 12:03pm 
The point of using 8 runes is that trinity is one of them. When I say 8 runes I mean the original 8, not the right collumn. Without trinity life is pretty easy, the point is to use it.
Ok. I joined at alpha 10 so i dont know about the "original 8 runes". ;)

Edit: Gave it a try. Worked. Figured a bug.

http://steamcommunity.com/sharedfiles/filedetails/?id=456454125
Last edited by Ellis in Wonderland; Jun 6, 2015 @ 1:23pm
Avyctes Jun 7, 2015 @ 7:39am 
Hmm did you get two tombs worth of liches on one square? Looks like it.

Anyway yes your strategy works, it seems to me that liches don't get hit by inferno, I didn't know that, I thought they took half damage. Did I overlook an update?

http://steamcommunity.com/sharedfiles/filedetails/?id=456939403
Originally posted by Avyctes:
Hmm did you get two tombs worth of liches on one square? Looks like it.

Yes. Its a bug i posted on the bugs forum.

Librarius Jun 7, 2015 @ 10:36pm 
I though only spike and slime trap 4 damaged friendly units. Bolt and dart traps also miss them. Freeze traps freeze them, but inforno misses them. Push and launch traps move them. It's a bit all over the place. If these traps were to damage them all, most levels would become undoable, due to dead blockers letting everyone past....
Avyctes Jun 8, 2015 @ 5:34am 
It used to be the case that all traps actively targetted spawns. That really annoyed me because it was next to impossible to use spawner traps at all. I think a test is in order since things have changed without being mentioned in update notes.
Avyctes Jun 8, 2015 @ 5:40am 
Grinder still kills everything that steps on it, even when there is no enemy nearby. Lightning still hits spawns but doesn't actively target them (changed from when I last tried). The main thing is that most traps used to actively target spawns in the past but now most of them don't. Not sure when this changed but it has. I need to look at some maps again knowing this.
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Date Posted: May 28, 2015 @ 6:16am
Posts: 17