Abyss Ambulator
Posts: 1205
Joined: Friday, 8th November 2013, 17:02
Traps after 0.13
But, although the skill was removed, traps remain in the game. In some places, they are simply set pieces, and by the time you could reasonably expect to find them, you can expect to be high enough level to detect them. For example, alarm traps in zot 5, traps in the ossuary, etc.
In other places, for example branch endings, depths, and zot, there are still randomly placed traps. These are almost always either teleportation or zot traps.
The issue is, without a skill to train, you have almost no control over whether you will detect these traps. If you are unlucky, autoexplore may well drop you onto a teleport or zot trap. If you are even more unlucky, those traps may put you into very bad situations, over which you had no control whatsoever.
So my suggestion is that those traps should always appear when you are adjacent to them, so they remain a tactical surprise you have to adjust to, but with no chance of autoexplore or just bad luck possibly getting you abyssed, or teleported into the orb chamber.
It used to be that if you stumbled into a zot trap, that was your fault, because you didn't train your traps skill enough. Now that the skill no longer exists, there is nothing I can do to make my character less likely to get screwed over by a couple of bad rolls.
By the way, this is extremely rare. Like I said, typically by the time you see zot traps, you'll generally detect them before you step into them. Early teleport traps typically aren't a big deal. But if a promising character gets abyssed out of a lair branch zot trap because I got unlucky while autoexploring, it still sucks.