Labyrinth Spike Trap - trigger when they shouldn't

Hi, as the titel indicates i am speaking of the spike traps in the Labyrinth.

Tldr; spike traps in lab activate on a trigger even though they have a rythm, lack the trigger visual and 'break' the trap for the time this occurs.

Background:
The specific trap in question is the six 'tile' spike trap, consisting of three rows x two columns.
The center row has a visual indicator that it's traps are 'triggerable', unlike the outer two rows which activate with a rythm and do not have such an indicator.

I assume that the outer two rows should only ever activate with said rythm and the center row should only ever trigger when a player stands on them.

The problem: if you stand on an outer row trap it will activate that trap right away (out of rythm), play the 'trigger-spike trap' sound and confuse the trap for a bit causing it to go out of sync for the next one/two activations.

This is especially bad for several reasons:
1. if this is intended, then there should be the visual indicator that these fouter rows can be triggered.
2. the traps are already on a rythm and one expects them to obey this rythm.
3. a sound strategy is to wait ontop of the first row and then complete the trap from there, until you get spiked out of nowhere and die.
4. playing without sound leaves you without any warning of the incoming suprise spikes.

Album: https://imgur.com/a/oCHL0

Problem Picture:
ID Picture:


Bug-ID: 3.843.184.331 ; 3843184331

Notes: Abyss HC; Merciless Lab (11th dec.); previously in cruel lab too; Sanitorium Halls; 1 darkshrine active (treasure key); two players in party, once with both in the lab, once with only one player in the lab; no golems/totems or any entity but the player was equipped;

Disclaimer:
This did previously happen to a friend of mine as well, who didn't understood what happened at the time.
I did not conduct extensive tests as i don't want to risk my hc character.
Last bumped on Dec 11, 2017, 9:39:55 AM
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