Trap damage design in lab/trials is stupid

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mark1030 wrote:
If traps gave flat damage, you wouldn't even feel them. Or if you did they'd be one shotting every build that doesn't have 9000 life.

How much regen do you have? There's always vitality to give you some more. And Immortal Call can help.


Isn't that what it is supposed to be? That's why I made my build "tanks". Why would I want to have the same survivability(actually much worse) as someone who only has 1k life?
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LBJames wrote:
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mark1030 wrote:
If traps gave flat damage, you wouldn't even feel them. Or if you did they'd be one shotting every build that doesn't have 9000 life.

How much regen do you have? There's always vitality to give you some more. And Immortal Call can help.


Isn't that what it is supposed to be? That's why I made my build "tanks". Why would I want to have the same survivability(actually much worse) as someone who only has 1k life?


Building "tanks" in a game designed around one shot-mechanics isn't very fun. It's sad, but PoE does not reward tank-builds. At all.
Bring me some coffee and I'll bring you a smile.
My 5k life marauder takes a lot more damage from floor saws, roombas, and spike trees than my 5k ES CI does by a huge margin.

With my CI I can pretty much run the entire length of a floor saw and loose maybe 50% of my ES, whereas my Marauder doing the same thing is almost dead by the end of the track - and he's got FAR HIGHER physical damage mitigation (armour) so logically he should take far less from those kinds of traps than, say, the poison darts that don't affect him hardly at all. He's got 9.7% life/sec regen, and still ends up at less than 20% life after running on top of a floor saw that reduced the CI to 50%.


How the traps in labs do damage is just strange. But they're almost all very easily avoided by movement skills or simple dodging.
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diegodgo87 wrote:
Personally my worst lab char was CI based, a real pain in the ass, I re-roll that char and i will never build CI again till GGG remove that shit laberinth.

Really? My CI build has no issues with lab. In fact, it's easier with my CI character than my life-based one. However I do use CI/ZO/GR, so lots of regen for the ES.

I can pretty much hit all traps running through an area and never have a problem, and never worry about loosing too much ES.
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Trap damage is pretty annoying. I wouldn't mind except for when traps are combined in ways that make them unfair - for example when there are hidden dart traps that you can't see because of camera angle that cripple you while you're in the path of a roomba. Stuff like that makes me mad. Otherwise I think it's not the worst thing in the world to have to stop for a second and think before running in headfirst, and try to be tactical. If I walk into a big den of razors without stopping to watch the pattern and die, then that's on me.

I actually hate Izaro far more than the traps, he simply does too much damage compared to any other boss/enemy of his level in any given lab. That and ES has no panic button for traps other than Vaal discipline, unlike life builds.
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Phrazz wrote:
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LBJames wrote:
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mark1030 wrote:
If traps gave flat damage, you wouldn't even feel them. Or if you did they'd be one shotting every build that doesn't have 9000 life.

How much regen do you have? There's always vitality to give you some more. And Immortal Call can help.


Isn't that what it is supposed to be? That's why I made my build "tanks". Why would I want to have the same survivability(actually much worse) as someone who only has 1k life?


Building "tanks" in a game designed around one shot-mechanics isn't very fun. It's sad, but PoE does not reward tank-builds. At all.


My experience is actually the opposite. I played ranger for a very long time and just recently started melee. And in my opinion it's much more fun than my ranger. I can actually tank most one shot attacks in this game. With armour, taste of hate, basalt, lion's roar and aa, the boss needs insane amount of dmg to one shot my 9k life. If they dont one shot me my beserker will instant leech back to full life. But ironically my build make me die to traps easily.
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BlaqWolf wrote:
My 5k life marauder takes a lot more damage from floor saws, roombas, and spike trees than my 5k ES CI does by a huge margin.

With my CI I can pretty much run the entire length of a floor saw and loose maybe 50% of my ES, whereas my Marauder doing the same thing is almost dead by the end of the track - and he's got FAR HIGHER physical damage mitigation (armour) so logically he should take far less from those kinds of traps than, say, the poison darts that don't affect him hardly at all. He's got 9.7% life/sec regen, and still ends up at less than 20% life after running on top of a floor saw that reduced the CI to 50%.


How the traps in labs do damage is just strange. But they're almost all very easily avoided by movement skills or simple dodging.


Based on my understanding, the traps do damage based on a percentage of your max life regardless your mitigation. So my 9k life will die at the same time as someone with 1k life if we both stand on a trap. The difference is that the 1k life build can sustain the trap damage with flask for a long time while my marauder is dropping like a fly even with flask. I'm not familiar traps damage on CI so I cant comment on that.
As far as I know, armor doesn't reduce the trap damage, but physical damage reductions (endurance charges, basalt flasks, stone golem) do. I know on my Marauder I can dance on traps all day and not care.

2 things that really help for traps:
1. CWDT immortal call (should be used regardless but extre usefull here)
2. Life potions of staunching (NOT instant flasks) you are immune to bleeding while the potion is in effect so you want a potion that heals you for as long as possible

But regardless of everything above, really you should just learn how to move and dodge the traps. It's really not that hard and there are only a handful of times where you have to take trap damage, the majority of the time you can avoid it completely.
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LBJames wrote:

My experience is actually the opposite. I played ranger for a very long time and just recently started melee. And in my opinion it's much more fun than my ranger. I can actually tank most one shot attacks in this game. With armour, taste of hate, basalt, lion's roar and aa, the boss needs insane amount of dmg to one shot my 9k life. If they dont one shot me my beserker will instant leech back to full life. But ironically my build make me die to traps easily.


I agree, melee builds are 45x more fun than ranged. And yes, with legacy gear and permanent league, a lot of things becomes possible.
Bring me some coffee and I'll bring you a smile.
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Namcap wrote:
2 things that really help for traps:
1. CWDT immortal call (should be used regardless but extre usefull here)
2. Life potions of staunching (NOT instant flasks) you are immune to bleeding while the potion is in effect so you want a potion that heals you for as long as possible

That depends upon your build. For #1, if you don't have problems with trap damage, and your build doesn't generate the charges you need for it, activating a charge is just a waste of time as it slows you down and keeps you repeatedly doing something. For #2, this is worthless for CI builds. For any builds that have enough regen to negate bleeding, the traps that cause bleeding are a cakewalk.

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Namcap wrote:
But regardless of everything above, really you should just learn how to move and dodge the traps.

That's better advice. It's not hard to time movement and control your character if they really take a beating with trap damage.
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