Slime Squisher
Posts: 415
Joined: Monday, 8th December 2014, 10:31
Location: Sweedledome
Shadow Traps
I quite like the idea of the summon trap, but a couple of times now I've been annihilated in the early dungeon by these.
Issue as I see it is that the trap is permanent, it does not expire when triggered. While the mechanics seems great and I can just learn not to step on the things I have no such control of dungeon monsters. Once or twice a foe i'm fighting manages to call in a pack by stumbling onto the trap... fine, retreat and re-evaluate.
Where I draw issue with the design of this trap is when enemies like bats can spam it very rapidly without you being able to do much about it. Most monsters I can position and manipulate to avoid this happening, but several times now i've engaged a bat and 2 turns later the trap has already been hit twice. This is mainly a problem in early dungeon, where characters probably cant deal with a huge flood of summons (the problem is also exaggerated by bats and their 'batty' movement nature,).
Thoughts? I genuinely didnt have any issue with them lategame with a mummy in extended (caveat; Ash, so I saw them all), but they are murdering a lot of my low-D characters now, specifically with bat/trap combos.
Edit: oh good grief, the summons follow up and down stairs too. I dont mind increased difficulty, but these are my new nemesis pre-lair
Edit2: Not amusing when they pop ogres on D2 either.