Heroes of Hammerwatch II

Heroes of Hammerwatch II

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Trap Room Changes Desperately Needed
In Heroes of Hammerwatch 1 the traps rooms have buttons in them that deactivate the traps once somebody is successful. This isn't the case in HoH2. It leads to many situations where I am left standing there at the trap room's chest after accessing it and just waiting for ages for my health to regenerate before I can make my way back across, and just adds extraneous and unfun playtime.

I understand that in HoH1 having a single person in a team turn off the trap for everyone else means that the other teammates aren't having to engage with the trap mechanic, but it added its own excitement as people gathered around to watch the designated guinea pig attempt the trap room and sometimes fall one-by-one if it all went wrong.

Trap rooms in HoH2 feel more like inconveniences by comparison. They're easy enough to tank through, and that's what everybody does, but then we just sit there fiddling our wands until our health is full again.

Also PLEASE god it is so annoying that followers will continually trigger the traps. This causes scenarios where a gargoyle fire trap in a corridor or multiple corridors to keep triggering, and the room cannot be exited without taking at least some damage (ideally perfect play should allow for no damage to be taken when entering and exiting, right?).

man. this game is a lot of fun. :]]]
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Showing 1-9 of 9 comments
Originally posted by he@her:
In Heroes of Hammerwatch 1 the traps rooms have buttons in them that deactivate the traps once somebody is successful. This isn't the case in HoH2.

Uh, yes it is. A lot of the trap rooms have a button you can press that either disables traps or gives you a shortcut back out. The only ones that don't are the traps where it wouldn't make sense and a couple others here and there.

You can also just level your Rogue to reduce the trap damage, or else just have the tiniest bit of patience, as it's really not that tough to figure out how to avoid all the traps in a trap room.

So no, I don't agree trap rooms need a change. There are a thousand other things the game needs before this.
Last edited by Nachoproblemz; Feb 5 @ 11:01am
I've never had that issue solo, but if you are playing with someone and they die there you have no chance of rezzing them.
Pay for the instant rez options on map creation
Originally posted by Nachoproblemz:
Originally posted by he@her:
In Heroes of Hammerwatch 1 the traps rooms have buttons in them that deactivate the traps once somebody is successful. This isn't the case in HoH2.

Uh, yes it is. A lot of the trap rooms have a button you can press that either disables traps or gives you a shortcut back out. The only ones that don't are the traps where it wouldn't make sense and a couple others here and there.
This isn't really accurate. like 95% of trap rooms in the first game don't need to be back tracked. In this game it seems like most of them do need to be back tracked, It seems rare to be able to hit a button to avoid it.

The NPC followers triggering flames is a huge problem and can end a run, they need to be reworked as to either take damage from the traps so they can die and let the trap stop or make them not set off the traps at all.
RED🅾 Feb 6 @ 8:09am 
I have to call it a skill issue, all of the traps have a sequence you can time to avoid any damage. Even the "gargoyle-spikes-arrows" traps in crypts.
Play paladin or use "gentle traps" in the "Architect" option before starting game.
If you jump into a trap without a plan and die then rip, paladins can res from traps with prefect heal timing. (not worth)
the traps rooms get tedious pretty fast, especially those u have to wait around for spikes etc
Originally posted by party pooper:
Originally posted by Nachoproblemz:

Uh, yes it is. A lot of the trap rooms have a button you can press that either disables traps or gives you a shortcut back out. The only ones that don't are the traps where it wouldn't make sense and a couple others here and there.
This isn't really accurate. like 95% of trap rooms in the first game don't need to be back tracked. In this game it seems like most of them do need to be back tracked, It seems rare to be able to hit a button to avoid it.

The NPC followers triggering flames is a huge problem and can end a run, they need to be reworked as to either take damage from the traps so they can die and let the trap stop or make them not set off the traps at all.

Yes, it is accurate. Out of all the trap rooms I've encounter, well more than half have a button shortcut. The rest are either very straightforward and don't need one, or aren't challenging enough to cause any issues for a moderately skilled player.

I've also never once run across an issue with NPCs getting me killed from the traps, even on NG+ runs. I'm honestly confused how that is even possible. It is crazy easy to avoid flame traps, and if you need to get followers to stop activating them... move away from the trap lol. Not that tough.

As I said, there are a thousand other issues the game should address before even considering changing trap rooms.
Last edited by Nachoproblemz; Feb 6 @ 9:40am
he@her Feb 6 @ 6:44pm 
Originally posted by Nachoproblemz:
Originally posted by party pooper:
This isn't really accurate. like 95% of trap rooms in the first game don't need to be back tracked. In this game it seems like most of them do need to be back tracked, It seems rare to be able to hit a button to avoid it.

The NPC followers triggering flames is a huge problem and can end a run, they need to be reworked as to either take damage from the traps so they can die and let the trap stop or make them not set off the traps at all.

Yes, it is accurate. Out of all the trap rooms I've encounter, well more than half have a button shortcut. The rest are either very straightforward and don't need one, or aren't challenging enough to cause any issues for a moderately skilled player.

I've also never once run across an issue with NPCs getting me killed from the traps, even on NG+ runs. I'm honestly confused how that is even possible. It is crazy easy to avoid flame traps, and if you need to get followers to stop activating them... move away from the trap lol. Not that tough.

As I said, there are a thousand other issues the game should address before even considering changing trap rooms.

This applies to most of the traps in the dungeon level, less so in most of the others. I cannot be bothered counting all the variations of trap rooms to point out exactly how many do not have the feature to create a shortcut.

Also the followers actively follow into the trap (especially warlock fiends who love to stick close), there's really no way of avoiding them following you into it and then standing in the path of the flames and continually triggering them. I'm glad to hear that you're very skilled at the game and haven't encountered this problem, I hope one day I'm as good as you at Heroes of Hammerwatch 2.
Originally posted by he@her:
Also the followers actively follow into the trap (especially warlock fiends who love to stick close), there's really no way of avoiding them following you into it and then standing in the path of the flames and continually triggering them. I'm glad to hear that you're very skilled at the game and haven't encountered this problem, I hope one day I'm as good as you at Heroes of Hammerwatch 2.

See that's the thing. I'm not that good. I'm average at best I would say, yet still have zero issues with this in any run. I'm still honestly baffled why this is an issue. I've never encounted a single trap room where npc followers got stuck in a flame trap. They either follow me in until the end, there's a shortcut, or the traps are easily avoided even with the followers triggering them.

So yeah, I guess I hope one day you are good enough to figure this out, as it really shouldn't be an issue for you.
Last edited by Nachoproblemz; Feb 6 @ 8:24pm
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Date Posted: Feb 5 @ 4:54am
Posts: 9