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More trap affinity bonuses, esp. on skills outside of the Rogue tree

Discussion in 'Suggestions' started by Tycho, Jan 20, 2012.

  1. Tycho

    Tycho Member

    Tinkering, Archaeology, Perception and Burglary. All Rogue. Between them all, 16 trap affinity.

    Smithing. Warrior. 1 measly trap affinity point.

    And nothing in the Wizard trees.

    I would think there would be some creative way to spread out (and slightly increase) the trap affinity points.
     
  2. Kazeto

    Kazeto Member

    Warriors are about tankiness and damage, rogues about traps and movement, and wizards about blasts of energy. If you want to be better with traps, take a rogue skill.

    Other than that, you can simply use a mod, and Clockwork Knights (which, if I recall correctly, is a warrior skill tree) has trap sight enhancing skill as its starting one.
     
  3. Ryvian

    Ryvian Member

    If it does, it should come at a penalty, example, drop magic power, mana, mana regen, and gain trap, trap sight kinda like how in Arcanum, you can go tech or mage, but if you try to do both, you'll suck at both.
     
  4. Wi§p

    Wi§p Member

    If any other class type got :trap_level:, I feel it would be overpowered unless it was just one or two points.. being able to pick up almost any trap is a very strong ability, and it is one of the only reasons that I like playing rogues type chars at all.
     
  5. JunkRamen

    JunkRamen Member

    Trap Affinity is part of the identity of the rogue class. If it is given to other class trees it would have to be in meager amounts.
     
  6. This was my take on the idea... just 2 points of trap sense, exactly as you said. ^^
    http://community.gaslampgames.com/threads/techmaturgist.2276/

    People seem to think it's a Warrior skill though, so maybe I should put another damage spell into the tree - perhaps "bomberman" style timed explosives, or a "tazer trap" mine. Doesn't seem to be enough interest in the idea in the first place though.