Stealth "nerf" or an artifact?

Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: Crise.9401

Crise.9401

Don’t know if this is an artifact or not… but in SAB world 2 zone 2, specific arrow traps are now illuminated by green light (namely the ones in the pushblock puzzle in after the first bell.

I know, that some people including myself thought that the arrow traps blend in the environment little too well. That being said, on my second run through I did not die to arrow traps (modulo cong temple).

This however, is bit ridiculous if you ask me….

Also just as a general piece of feedback, the additional pole/platform prior to the jump pad downstairs is in my opinion more of a death trap than the corner jump. In other words in my opinion the original corner jump is actually easier that using this additional platform, because it is easy to jump just a bit too far, and be stuck between two arrow traps as a result.

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(edited by Crise.9401)

Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: Kal Spiro.9745

Kal Spiro.9745

Yeah, I’m not a fan of making them obvious like that. It defeats the purpose. It would have been far better to make them take one heart and knock you back as opposed to killing you. You still couldn’t get past them because they knock you back, but it would be easier to deal with them without just knowing exactly where they are instantly.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
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Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: Rising Dusk.2408

Rising Dusk.2408

Yeah, I’m not a fan of making them obvious like that. It defeats the purpose. It would have been far better to make them take one heart and knock you back as opposed to killing you. You still couldn’t get past them because they knock you back, but it would be easier to deal with them without just knowing exactly where they are instantly.

A developer in another thread confirmed that this was not possible within the engine currently, so they opted for an auto-kill. I personally think having them glow is a great idea.

Remember, the point of difficulty is for something to be mechanically or logically tricky, not to be frustrating. Those dart traps are far on the side of more frustrating than a meaningful enhancer to difficulty, and so this goes a long way in helping that.

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Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: Crise.9401

Crise.9401

A developer in another thread confirmed that this was not possible within the engine currently, so they opted for an auto-kill.

I believe hey also stated that they would look into making them a lose health+ teleport to previous checkpoint trigger for the next round of SAB as well (thus reducing the amount of lives lost).

The spotlighting doesn’t fit thematically at all… what kind of assassins mark their traps with bright green lights. I sincerely hope they get a programmer support for next time around, so there is no need for so many of these strange compromises (apparently they had none this time, so all they could do was with what the engine let them to do).

Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: bravoart.5308

bravoart.5308

Yeah, I’m not a fan of making them obvious like that. It defeats the purpose. It would have been far better to make them take one heart and knock you back as opposed to killing you. You still couldn’t get past them because they knock you back, but it would be easier to deal with them without just knowing exactly where they are instantly.

A developer in another thread confirmed that this was not possible within the engine currently, so they opted for an auto-kill. I personally think having them glow is a great idea.

But… Isn’t that what the steam vent wall in the Flame & Frost Molten Facility Dungeon did? Knockback, impeded progression via that path and did damage to anyone interacting with it?

Finally I recalled the stopgap solution of a great princess who was told that the
peasants had no bread and who responded: “Let them eat brioche.”

Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: Crise.9401

Crise.9401

But… Isn’t that what the steam vent wall in the Flame & Frost Molten Facility Dungeon did? Knockback, impeded progression via that path and did damage to anyone interacting with it?

Just speculating here, assuming they did not simply forget that this has been done before.

Perhaps the momentary invulnerability from damage sources inside SAB is global in such a way that they can not remove it for the arrow traps. Thus allowing you to pass through by hitting the trap twice in succession and making that not work because of it if just done like a normal damage source with knockback.

But perhaps, damage source with stun long enough to time out the resulting invulnerability would work… in the end it is pointless to speculate because we don’t now the exact circumstances and compromises SAB does with the engine to do what it does.

They essentially want unobstructed arrow traps to be invisible walls (with damage) I think… which is curious if it can not be done, perhaps it is just the sum of several factors inside SAB.

(edited by Crise.9401)

Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: Halcyon.7352

Halcyon.7352

I noticed this spotlight addition last night. It’s even in tribulation mode.

This is the only area I’ve seen it in – the spotlights are definitely not in the pagoda gong room, or anywhere else I can remember.

I’m perfectly okay with the first real heavy introduction of these traps having a visual tell. Makes it less stupidly frustrating for first timers, on being introduced to a new mechanic. Although it does look just a little bit unnatural and out of place…

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Stealth "nerf" or an artifact?

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Posted by: Zaxares.5419

Zaxares.5419

Yeah, I noticed it last night too when doing W2Z2 TM. Plus, the arrow traps now have little ridges that make them REALLY stand out. It’s much appreciated.

I still think it’s unnecessary to have them insta-kill though. I’d prefer that the traps do damage, then inflict poison damage on you that ticks for an additional 2 hearts of damage. This makes players have to avoid them because getting hit by multiple traps will kill you (unless you drink potions, but that ties in with making players expend resources to survive), but if you stumble into one due to lag, it’s not an immediate failure.

Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: Crise.9401

Crise.9401

Yeah, I noticed it last night too when doing W2Z2 TM. Plus, the arrow traps now have little ridges that make them REALLY stand out. It’s much appreciated.

Those ridges have always been there, if what you are talking about is the same thing I think it is… what they could have done is recolor the red rim around the trap, say to light yellow or orange, so they don’t blend in quite as well with the red wood elements but aren’t hilighted this obviously either with bright spotlights.

I appreciate the added visibility too, even though I know where they are for the most part but the way they did it feels so out of place, and even like a bug if you ask me (green hue “glow” is a graphical artifact I have seen before, for example one of the waterfalls in WvW borderlands maps).

Stealth "nerf" or an artifact?

in Super Adventure Box: Back to School

Posted by: Kal Spiro.9745

Kal Spiro.9745

Yeah, I’m not a fan of making them obvious like that. It defeats the purpose. It would have been far better to make them take one heart and knock you back as opposed to killing you. You still couldn’t get past them because they knock you back, but it would be easier to deal with them without just knowing exactly where they are instantly.

A developer in another thread confirmed that this was not possible within the engine currently, so they opted for an auto-kill. I personally think having them glow is a great idea.

But… Isn’t that what the steam vent wall in the Flame & Frost Molten Facility Dungeon did? Knockback, impeded progression via that path and did damage to anyone interacting with it?

It’s also what the barrier during Queen’s Jubilee did. All they would have to do is use that mechanic and add damage to it worth of a heart. They have the ability, I mean they implemented the lightning jump from the Winds with the cannon, which has also since been implemented into Tequatl. So this should be possible, they just need to implement it. I don’t expect them to do it this time out, but for the future it would be a better compromise than marking the traps.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker