Traps need to instakill.

Post » Sat Jun 02, 2012 4:13 pm

When I first played Skyrim and got nailed by a spiked wall o death in Bleak Falls Barrow at like level 4 I was instantly killed and I thought "that's awesome! I should watch out for traps and be careful!" So I did, I avoided traps the best I could, took the sneak perks to not trigger pressure plates, and had fun using traps to kill enemies.

But now that I'm playing on master difficulty and am level 45, I tried luring a bandit into a spiked wall of death and triggered it on him.... it barely touched him, about 1/8 of his health.

Wut?

So after killing the guy (in melee range with a bow...) stood in path of the trap and shouted fus at it.

It barely touched me.

Sense of immersion and suspense of disbelief shattered.

Traps need to scale up significantly as you level and increase difficulty, or better yet, some of them should always be instant death (spiked walls, battering rams, swinging maces and blades, landslides, cave collapses, and those claws in Falmer dungeons).

If traps aren't dangerous, what's the point?
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Kayla Bee
 
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Post » Sat Jun 02, 2012 10:52 am

Mods will fix that if gamesas doesn't.
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Kay O'Hara
 
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Post » Sat Jun 02, 2012 7:06 pm

i don't think traps should scale. if you think logically, the spikes aren't gonna get sharper as you get stronger. you're armor however does get better
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Lily
 
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Post » Sat Jun 02, 2012 5:40 pm

i don't think traps should scale. if you think logically, the spikes aren't gonna get sharper as you get stronger. you're armor however does get better

Why should dungeons across Skyrim suddenly house more deadly dragur as you level up?

I think traps should scale, but instant death is overkill.
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Kirsty Collins
 
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Post » Sat Jun 02, 2012 7:29 am

How do traps scale exactly?

Bumbling bandit builds a trap out of wooden spikes, at level 4 it toasts you. At level 40, it barely hurts you. Why? Because you got...better? Faster, stronger, healthier, etc?

Why should the trap become 'better' just because you have? That's kind of the point of progressing- some stuff will seem trivial now. Those traps are place in dungeons all over the map because you can freely travel anywhere- you could be level 4 in any of those dungeons, so the traps are built to kill level 4. The CREATURES in the dungeons scale to give you the threat.
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Cash n Class
 
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Post » Sat Jun 02, 2012 2:43 pm

I agree they should have a bit more damage to them.

But what bothers me even more than that is the pressure plates/stones are always too easy to spot. I find myself seeing them and avoiding them and never even activating them. I would like it if they were better hidden.
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GLOW...
 
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Post » Sat Jun 02, 2012 5:58 pm

Why should dungeons across Skyrim suddenly house more deadly dragur as you level up?

I think traps should scale, but instant death is overkill.
good point but i think of it as time passing, maybe the draugr are getting stronger since the dragons have come back. bears and everything stay the same. i own bears now, where they used to kill me. dragons are also understandable due to time and the main quest line passing time, again this is assuming you're doing the main quest line.
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Michael Russ
 
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Post » Sat Jun 02, 2012 9:05 pm

traps are traps, they shouldn't scale. also, there should be various degree's of damage from very little (bear traps and arrow traps) to instant death (squished against spikes on the ceiling). seriously if you can't avoid the traps there should be serious consequences. personally i like to use them to my advantage and lure mobs to the traps.
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Matthew Warren
 
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Post » Sat Jun 02, 2012 7:05 pm

i don't think traps should scale. if you think logically, the spikes aren't gonna get sharper as you get stronger. you're armor however does get better

Hey, if a bullet kills a person at age 16, it will most likely kill a person at age 40 as well. But It would be nice to have higher lvl traps then perhaps. That's really the only way I can think of.
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james tait
 
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Post » Sat Jun 02, 2012 3:06 pm

How do traps scale exactly?

Bumbling bandit builds a trap out of wooden spikes, at level 4 it toasts you. At level 40, it barely hurts you. Why? Because you got...better? Faster, stronger, healthier, etc?

Why should the trap become 'better' just because you have? That's kind of the point of progressing- some stuff will seem trivial now. Those traps are place in dungeons all over the map because you can freely travel anywhere- you could be level 4 in any of those dungeons, so the traps are built to kill level 4. The CREATURES in the dungeons scale to give you the threat.

Why should the creatures scale but not the traps? Scaling either makes sense or it doesn't make sense.
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Princess Johnson
 
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Post » Sat Jun 02, 2012 3:46 pm

It barely touched me.

Change ur difficuly to Master and it will hurt you alot.
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Dragonz Dancer
 
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Post » Sat Jun 02, 2012 8:08 pm

Hey, if a bullet kills a person at age 16, it will most likely kill a person at age 40 as well. But It would be nice to have higher lvl traps then perhaps. That's really the only way I can think of.
this is also a bullet and not a spiked wall. granted a giant spiked wall in real life (since we're obviously going there) would kill you. i mean those things come out of nowhere like lightning. at the same time armor can protect against a spike, some steel armor isn't gonna help much against a bullet. these can't be compared.
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Mari martnez Martinez
 
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Post » Sat Jun 02, 2012 8:24 pm

My warrior type character, around level 35 at the time, stepped on a pressure plate in a dwemer ruin and got a one hit kill from the enabled trap (full health on "normal" difficulty). I thought it was cool to have my attention perked toward traps at a heightened level once again.
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Devils Cheek
 
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Post » Sat Jun 02, 2012 7:59 am

I agree they should have a bit more damage to them.

But what bothers me even more than that is the pressure plates/stones are always too easy to spot. I find myself seeing them and avoiding them and never even activating them. I would like it if they were better hidden.

We need mods that do this:


- Significantly reduce candle & brazier light radius (darker dungeons)
- Give Torch and Magelight a significantly increased light radius
- Cause switching from torch to weapon through keypress/shortcut to drop the lit torch on the ground
- Deadlier traps

You'd have spookier, more atmospheric dungeons with harder to spot, deadly traps and much more dynamic light as you fight with your torch on the ground.
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Jeff Tingler
 
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Post » Sat Jun 02, 2012 9:19 am

this is also a bullet and not a spiked wall. granted a giant spiked wall in real life (since we're obviously going there) would kill you. i mean those things come out of nowhere like lightning. at the same time armor can protect against a spike, some steel armor isn't gonna help much against a bullet. these can't be compared.


Yeah I understand, then mages would be instakilled on any level. :tongue:
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Marquis T
 
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Post » Sat Jun 02, 2012 12:05 pm

My warrior type character, around level 35 at the time, stepped on a pressure plate in a dwemer ruin and got a one hit kill from the enabled trap (full health on "normal" difficulty). I thought it was cool to have my attention perked toward traps at a heightened level once again.

The rotating blades are extremely deadly. Those traps are more avoidable though so it kind of makes sense that they're deadlier.
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clelia vega
 
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Post » Sat Jun 02, 2012 7:28 am

How do traps scale exactly?

Bumbling bandit builds a trap out of wooden spikes, at level 4 it toasts you. At level 40, it barely hurts you. Why? Because you got...better? Faster, stronger, healthier, etc?

Why should the trap become 'better' just because you have? That's kind of the point of progressing- some stuff will seem trivial now. Those traps are place in dungeons all over the map because you can freely travel anywhere- you could be level 4 in any of those dungeons, so the traps are built to kill level 4. The CREATURES in the dungeons scale to give you the threat.
I agree with the part about the traps. Not everything in this game should scale. The trap in no Elder Scrolls scaled with you to my knowledge. That was a problem in Oblivion the worst issue with that game the ridiculous level scaling it was atrocious. Skyrim does its scaling far better than Oblivion. I think all areas, created, traps and so on should all have their own limits.

Some traps I am at level thirty and I have been almost one hit killed bugs mammoth head trap and a swinging spike wall trap and I am on adept by the way.
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Brooke Turner
 
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Post » Sat Jun 02, 2012 6:38 am

If you keep your health at 100 you'll find most of them do on master. I know the spell traps (runes on the floor) do.
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:)Colleenn
 
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Post » Sat Jun 02, 2012 6:20 pm

Trap gates insta kill draugr in MY game, I don't know what's wrong with yours.
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Shae Munro
 
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Post » Sat Jun 02, 2012 9:45 am

The rotating blades are extremely deadly. Those traps are more avoidable though so it kind of makes sense that they're deadlier.

I will take your word for it, lol. I always go ethereal when I encounter those rotating blades. The trap that instantly killed me was some kind of long hefty bolt that shot from across the room and literally impaled me. It all happened so fast, it was awesome. :P
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:)Colleenn
 
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Post » Sat Jun 02, 2012 10:54 am

Change ur difficuly to Master and it will hurt you alot.
Yep do this and you'll stop complaining
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James Shaw
 
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Post » Sat Jun 02, 2012 10:20 am

There will be mods for that, Bethesda will definitely not fix change this stuff. Im happy that there are some things in this game thats not scaling with my level. And if Im a lvl 50 orc warrior with a mass of hp and the best armor...dude I dont have to die because there is a crappy trap right? Right. Thank you.

PS: if thers a big trap...to kill trolls or something, yes then I should die im fine with it. But killing by a crappy random trap, always? nono
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Steven Hardman
 
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Post » Sat Jun 02, 2012 1:28 pm

I want deadly traps!
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Bigze Stacks
 
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Post » Sat Jun 02, 2012 12:30 pm

I was actually pleasantly surprised with traps in Skyrim. The traps in Oblivion did little else besides tickle. :D
I play on Master, not sure what they are like on other settings.
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Lil Miss
 
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Post » Sat Jun 02, 2012 9:30 am

I agree they should be more harmful no matter what level you are, but instakill is going a bit far, except maybe for like when you're just starting out and have flimsy armor. In addition to doing more damage, I think the noise they make should be more likely to alert nearby NPC's. It's funny how the falling rock traps, for all the racket they make, will not alert an NPC that is standing only a few feet away that something is amiss. Honestly, I think I would be more concerned about the attention a sprung trap might raise to 2 or 3 nearby NPC's than the damage I receive from the trap itself.

- S -
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Ian White
 
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