invisible traps!

to make invis detecting items a bit more worth it + add a lil depth, add trap items to the shop.  they would include instant decrease in mana such as -100 or -5% for 5 secs.  it could be -15 hp per sec over 10 secs or increase in cooldown.  something minor and irritating.  Would only be the size of a mine, but has a range in which another trap cannot not be within, so no stacking.  The artifact shop would have some more potent ones.  would be easier to make a comeback, just throw a bunch of traps around the cit and hopefully you can get some chaos out of it enough to get sum kills.

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Reply #1 Top

Another trap that would be so great would be a consumable/deployable trap with short casttime and that works basicly like to frostnova of TB but only affects a single target. Basicly it would freeze the DG without causing any damage. The duration could be a few seconds (enough for the traplayer to escape a persuer) and damage can break the effect. The cost of the trap must be balanced so that it is not overused and also the cooldown.

This would make it possible to "mine" and entrance to a base or make a safe route to retreat through if jumped by a faster DG.

Anyhow, introducing "trap" like objects would be a cool feature in DG.

Reply #2 Top

i woul like to see this, mabye a weapon that lays them w/ cooldown.

Reply #3 Top

How about for a cooldown mine give it 10 seconds added to all cooldowns. This just gets added and doesn't go away. So even if you have 35 seconds left and it goes to 45 you just lost those 10 seconds. Might give you those extra seconds when running away form a regulus with snipe.

Also like a mana mine which could just instantly drain a percentage of mana.

For this i'd like to see maybe 3 or 4 differant kinds. To destroy you'd need minions and an item that would give line of sight/visibility of them. Creeps and minions wouldn't set these off so they could get within range of them. For assassins we'd add a dearm trap abilities similar in area to where the generals minions are so they could dearm them. Maybe a 5 second cast and no cooldown. Because if people are blowing money on them you don't want to make them too easy to destroy.

 There also would need to be a limit for the number of mines of each kind you would have out. No limit to how many mines only what kind.

My ideas for traps:

Mana mine: Drains 10% (25%) mana from target. (artifact version in parenthesis) - 250g (600g) - limit 5

Cooldown mine: Adds 10 (25) to all cooldowns regardless of if a cooldown is active. -400g (1000g) - limit 5

Line-of-sight sentry: This mine doesn't blow up but gives line of sight. Would last 2 or 3 minutes and would be destrucable. Only one active per demigod. Something like 20 line of sight for regular and 30-40 for artifact version. -100g (200g) - limit 1

Damage/slow mine: Great way to add tactics to the game. Pop 5 of these guys down and run an enemy into them trying to get away from you. Great way to kill if they are faster than you and adds more tactical strategy to the game. Slows by 40% (60%) for 10 (15) seconds and does 200 (400) damage. -400g (800g) - limit 3 - Wanted to keep this expensive so that regulus's mines are still more effective and more easily used. Couldn't have too many of these.

Burn mine: Causes some heavy DoT. Most expensive mine and only availible at the artifact shop. Sets target on fire dealing 80 damage every second for 15 seconds. - 1200g - This mine would also set enemy creeps on fire for 40 damage every remaining second of the main targets cooldown as the target passes by them creeps can't set other creeps on fire. Potential to be similar to plague but at the end of the 15 seconds everything would stop instead of a never ending chain reaction. Could very idealy be a finisher in addition to damage/slow mine.

Reply #4 Top

Makes me of ye olde Stasis Mines of Reg way back in Beta 1...

 

:fox:

Reply #5 Top

I think regulus need more snipe damage because at late game that 1k not enought. About mines this is stupid idea, mines already decrease movmentspeed, if there be mines against all minions, outher player dont get normal exp, because this shitty regulus takes it all

Reply #6 Top

Quoting justMK, reply 5
I think regulus need more snipe damage because at late game that 1k not enought.
End of justMK's quote

Considering it be fired from across the map and the complete saftey of the Health Crystal, I think it's fine the way it is.

Reply #7 Top

so back to the topic at hand, i think traps, if implemented should be used only defensively, either on your half of the map or within sight of your captured flags atm.  Also, there would be a limit to how many of 1 kind of trap you can have and a total limit of how many traps in total.

Also should be an option to turn traps off in custom games.

Reply #8 Top

Err, methinks that was a joke, Don.

 

Mehopes that was a joke.

Reply #9 Top

Yeah you would need an option to turn traps off if this was implimented.