• Hail Guest!
    We're looking for Community Content Contribuitors to Stratics. If you would like to write articles, fan fiction, do guild or shard event recaps, it's simple. Find out how in this thread: Community Contributions
  • Greetings Guest, Having Login Issues? Check this thread!
  • Hail Guest!,
    Please take a moment to read this post reminding you all of the importance of Account Security.
  • Hail Guest!
    Please read the new announcement concerning the upcoming addition to Stratics. You can find the announcement Here!

Disarm Trap Skill needs to be looked at.

Frarc

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
Been trying to use my disarm trap skill (Grandmaster) on the chest below the lake. (Also in Exodus).
And it is frsutrating that 9 out of 10 times the chests blow up in my face. While someone with telekinese have a 100% success chance to disarm them. You only need 9 magery to cast that spell and 49 to have 100% success on casting the spell.

My thief has no magery (Real thiefs don't have it) and can't also not cure herself if she get the high level poison on her and the greater cure potions also don't work.


So the chance for disarming a chest with skill needs to be increased on the chest or if you use telekinese the chest should have the same failure rate as the disarm skill and blow up in your face no matter the distance. (I know what would make more sense. ;) )


Maybe increase the chance of the disarm skill if you also have detect hidden (And maybe lockpicking)


My (Real) Thiefs skills.

 
Last edited:

DJAd

Stratics Legend
Stratics Veteran
Stratics Legend
I run a similar template but have magery instead of remove trap....

I know its not really a "pure thief" but its much more handy I find. Especially for the heal, cure, teleport, invis etc.

But as you say, I guess remove trap needs fixing if 9 out of 10 blow up at GM level.
 

Frarc

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
Don't understand me wrong, i don't have anything in the use of telekinese (Or magery to help your thief) to disarm a trap. But the disarm trap skill has only 1 purpose to disarm traps but the use of the skill is far below then it needs to be. :)
 

BeaIank

Crazed Zealot
Stratics Veteran
Stratics Legend
Campaign Supporter
I agree with you there.
If anything, it should succeed 9 out of 10 tries, since you're investing 100 points of your available skill points in it.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
I have always had a serious problem with traps in this game. The fact is that telekinesis, or simply using ZERO skill by having 70 fire resist and just taking the explosion damage, renders remove trap a pointless skill that only purists/rpers invest points in.

If it were up to me I would either:

1) Drastically increase the success rate of remove trap, and more importantly, make it so that if you succeed, there is a good chance that you will remain hidden. This at least gives RT a real tangible leg up over the more common methods.

2) Have sprung traps take a serious chunk of the loot along with them.

3) Remove the RT skill, and give the ability to remove trap to tinkering, to at least give people some added value in what is otherwise a waste of points.

Of course I have always wanted rogues to have an actual part to play in a pvm party. I have always wanted locked doors, hidden traps and caches and monsters, traps that were actually dangerous... At least they got the caches part, and stealing from monsters so its a step in the right direction.
 

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
Been trying to use my disarm trap skill (Grandmaster) on the chest below the lake. (Also in Exodus).
And it is frsutrating that 9 out of 10 times the chests blow up in my face. While someone with telekinese have a 100% success chance to disarm them. You only need 9 magery to cast that spell and 49 to have 100% success on casting the spell.

My thief has no magery (Real thiefs don't have it) and can't also not cure herself if she get the high level poison on her and the greater cure potions also don't work.


So the chance for disarming a chest with skill needs to be increased on the chest or if you use telekinese the chest should have the same failure rate as the disarm skill and blow up in your face no matter the distance. (I know what would make more sense. ;) )


Maybe increase the chance of the disarm skill if you also have detect hidden (And maybe lockpicking)


My (Real) Thiefs skills.


Does your thief remove his gloves when he is disarming traps?
 
T

Tazar

Guest
Dexterity is supposed to play a big factor in Remove Trap. What is the character's Dexterity?

And what Tina said! ^^^
 
Last edited by a moderator:

Tina Small

Stratics Legend
Stratics Veteran
Stratics Legend
If you are asking for a boost in the chance to disarm chests in general, shouldn't this thread be moved to the Tweak Requests and Suggestions forum to increase the chance that the devs see it?

Or are you just trying to point out these particular new chests "under the sea" are difficult to disarm and you aren't necessarily having a 90% failure rate with disarming chests elsewhere? Have you tried having your character eat something? I know it's not supposed to help with anything, but maybe it's worth a try.

I agree that with the skills, stats, and gear requirements you listed, it is troublesome that your thief would have so much trouble disarming chests. However, maybe there is a reason these chests are more difficult to disarm. Is there any kind of dangerous spawn nearby? Are they trapped with multiple traps or just one? If they have multiple traps on them, then it would make sense that there should be some increase in the difficulty of disarming the trap since you disarm all the traps at once. Do you think that leaving them as is, i.e., potentially difficult to disarm, might make them a good place for more quickly completing a character's training in the disarm skill?
 

Landicine

Seasoned Veteran
Stratics Veteran
Stratics Legend
It is sort of sad that remove trap does only one thing for magery's 64, and it can't even do it well. My rogue ended up adding magery since for chests, telekinesis is safer. Also invisibility can supplement hiding well in some situations. Remove trap sits on a soul stone waiting for the day it can run free!

Are the chests from treasure maps still problematic with remove trap too? I remember complaining about that years ago.
 

Frarc

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
If you are asking for a boost in the chance to disarm chests in general, shouldn't this thread be moved to the Tweak Requests and Suggestions forum to increase the chance that the devs see it?

Or are you just trying to point out these particular new chests "under the sea" are difficult to disarm and you aren't necessarily having a 90% failure rate with disarming chests elsewhere? Have you tried having your character eat something? I know it's not supposed to help with anything, but maybe it's worth a try.

I agree that with the skills, stats, and gear requirements you listed, it is troublesome that your thief would have so much trouble disarming chests. However, maybe there is a reason these chests are more difficult to disarm. Is there any kind of dangerous spawn nearby? Are they trapped with multiple traps or just one? If they have multiple traps on them, then it would make sense that there should be some increase in the difficulty of disarming the trap since you disarm all the traps at once. Do you think that leaving them as is, i.e., potentially difficult to disarm, might make them a good place for more quickly completing a character's training in the disarm skill?


Before i place a idea on tweeks and suggestion i wanted to see if i'm not the only one who see this as a problem.:)

Its not only on chests under the sea. Treasure chests/paragon chests and the crates in Exodus have the same high failure rate as the one at the lake.
The area is dangerous, not only you need to avoid water elementals,if you step on a diabolic seaweed he will pulls you in and you most likely get killed.
Often one of the large crab is hidden nearby too. When I try to disarm a trap you are revealed and then you are a easy target for them.If you fail to disarm i must run and wait 10 seconds before i can hide. There are multiple traps . If you fail they all go off at ones. If the explosion don't kill you the Level 5 poison will.
A trap that is so high that even a a GM in skill can't disarm it has no use to train on. Failing to remove a trap from a chest is NO gain in skill.

It don't make sense that the disarm trap skill very rarely disarm a trap.I don't ask it disarm a trap 100% but now its ridiculous low.
 
Last edited:

Ray_Martin

Journeyman
Stratics Veteran
I just don't like nerfing stuff to make other stuff worth it. You chose a RP template in all fairness...

EDIT: And I wouldn't harp on message placement, except that other people's stuff gets moved in suspiciously favoring ways...
 
Last edited:

xxrod17xx

Adventurer
Stratics Veteran
I had this same issue when making my theif for exodus dungeon. It made me so angry that I spent all the time training it, now it just sits on a soulstone. On top of that, you cannot hide right away I don't believe which you can do right after you cast the spell.
 

Frarc

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
I just don't like nerfing stuff to make other stuff worth it. You chose a RP template in all fairness...

EDIT: And I wouldn't harp on message placement, except that other people's stuff gets moved in suspiciously favoring ways...
I did not ask for any nerf, i asked that the Disarm Trap skill do what it needs to do, Disarming traps!
 

Cephas [V]

Journeyman
Stratics Veteran
...Drastically increase the success rate of remove trap, and more importantly, make it so that if you succeed, there is a good chance that you will remain hidden. This at least gives RT a real tangible leg up over the more common methods....
I fully endorse this.
If I'm not mistaken, Remove Trap is only fully necessary for Siege Perilous treasure hunting, and faction trap removal. What sense is there in making 100 skill points invested outside of these two situations worth patently less than 9?
 

Ray_Martin

Journeyman
Stratics Veteran
or if you use telekinese the chest should have the same failure rate as the disarm skill and blow up in your face no matter the distance. (I know what would make more sense. ;) )
Here's where you asked for a nerf.
 

Uvtha

Stratics Legend
Stratics Veteran
Stratics Legend
I fully endorse this.
If I'm not mistaken, Remove Trap is only fully necessary for Siege Perilous treasure hunting, and faction trap removal. What sense is there in making 100 skill points invested outside of these two situations worth patently less than 9?

Na... you can just take the blast and go res if it somehow managed to kill you. Easier. Thats what I always did.
 

Frarc

Stratics Legend
Alumni
Stratics Veteran
Stratics Legend
Here's where you asked for a nerf.

Of course you ignored the part that i say "I know what would make more sense" And this one "Don't understand me wrong, i don't have anything in the use of telekinese (Or magery to help your thief) to disarm a trap. But the disarm trap skill has only 1 purpose to disarm traps but the use of the skill is far below then it needs to be.". Some people have the knack to pull parts out of a complete sentence or discussion. You need to read and understand everything when you want to understand things in a discussion.

Your reaction is of someone who removes traps with magery, who only think,pffff my skill is good enough to remove the traps but don't care about others. :p
 

Ray_Martin

Journeyman
Stratics Veteran
Of course you ignored the part that i say "I know what would make more sense" And this one "Don't understand me wrong, i don't have anything in the use of telekinese (Or magery to help your thief) to disarm a trap. But the disarm trap skill has only 1 purpose to disarm traps but the use of the skill is far below then it needs to be.". Some people have the knack to pull parts out of a complete sentence or discussion. You need to read and understand everything when you want to understand things in a discussion.

Your reaction is of someone who removes traps with magery, who only think,pffff my skill is good enough to remove the traps but don't care about others. :p
You're right. I hate that as well. I'll admit not fully understanding what you meant with the sarcastic "I know what would make more sense." the way it was written. It's a forum... not English class... My point is that it's not constructive to nerf things in order to make something else better.

I'm guessing we agree then and there's nothing more to it. You're right. I don't really care about the skill. It's like camping to me.
 

Viper09

Grand Poobah
Stratics Veteran
Stratics Legend
Silly? Pft, keep your opinion.
I agree though, disarm trap needs some nerf to make it actually useful on high level traps.
 
Top