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View Full Version : Thief Suggestion Thread #58371: Traps and Bombs.



Karbuncle
08-23-2011, 11:10 AM
I added this to my "Master Thread", But since that thread is simply for compiling information and not much for discussion, thought i'd like to see what people thought about this in general.

Basically, The Idea was originally suggest by Sparthos, who mentioned Goblins planting bombs, and i thought of the SCH NM in La Vaule (S) who used Tubes to inflict debuffs.

These seemed like decent concepts that could be adapted for players, and given to THF, as its the most logical from an RP Standpoint, and for the devs vision of the job as more of a support class.

Anyay, Taking some basic creative Liberties, I thought of something like this:

"Bombs" and "Traps"




As explained, They would act Similar to Quick Draw for THF, consuming Tools/items in your inventory to inflict various ailments, and do a bit of damage.

For the Synthesis Recipes for the Above, say the "Webbing Trap" which inflicts slow would require 2 Spiders Webs, a Glass Sheet, and a Firesand... The "Leg Trap" (think: Bear Trap) would require 1 Iron Sheet and 1 Steel Ingot, something like that.

a Chaff Grenade would include 2 Parchments, 1 Firesand, etc.

Each item would stack to 99, and there could be Universal Tools for them as well (Since remember, some would work as a support job, since these would/should be new low level abilities as well as high level ones).

Anyway, Comments? Opinions? Feel free to leave your feedback for me :X. i'm open to ways to improve it.

Andrien
08-23-2011, 11:46 AM
Wait a sec, I thought we use traps to catch a Thief.

Karbuncle
08-23-2011, 12:14 PM
Wait a sec, I thought we use traps to catch a Thief.

Use a Thief to catch a trap! ... No... wait... This isn't Home Alone!

In all seriousness though, Rogues/Thieves/Assassin's in most RPGs are generally great at Traps, either disarming them or arming them, Figured it might fit that "roleplay" aspect as well as a support-vision that SE wants us to be :)

Andrien
08-23-2011, 12:31 PM
a trap that inflicts terror.

Karbuncle
08-23-2011, 12:44 PM
Hmmm, What would it be Audrie? Give me a name and a Tool to do it. Try and make it realistic as well.

however, When it comes to Terror, SE is pretty picky about it, so it might be gimp... (See: Feral Howl), We might have better luck with one inflicting Stun, or Break... Like a Calcifying Bomb, Damage + Break.

noodles355
08-24-2011, 06:27 PM
traps usually involve setting something for a monster to run over. In most cases in FFXI you kill it where it pops. The exception being kite fights. I guess for kite fights it would give the thf more to do than just tag for TH then afk while the rdm/blm/whatever kill it.

Laphine
08-24-2011, 08:33 PM
i think the concept here is similar to Rift's implementation of traps. Rogue's there basically just throw trap on the mobs. Curious enough, they also have a charge system there, where you throw a bunch of traps doing small damage and use a JA to explode them all at once for big damage.

Karbuncle
08-25-2011, 02:14 AM
i think the concept here is similar to Rift's implementation of traps. Rogue's there basically just throw trap on the mobs. Curious enough, they also have a charge system there, where you throw a bunch of traps doing small damage and use a JA to explode them all at once for big damage.

Oh? I've honestly never played Rift, But it seems they know how to outfit Rogue/THF Class better than this FFXI :|, Sometimes i miss the old dev team.. they at least gave THF assassin and Feint, the new DEV team just seems to farking hate us.

But anyway, Your assumption is correct, the trap would be thrown close range, not laid.

Wheels
08-26-2011, 08:27 AM
The Assassin's in Diablo 2 throw traps at enemys they are fighting also.

Karbuncle
08-26-2011, 08:37 AM
The Assassin's in Diablo 2 throw traps at enemys they are fighting also.

That i did play, and admittedly it had crossed my mind there were some similarities :)

(Then again Assassin had a Finish-move and Charge system like DNC too :3)

Covenant
09-07-2011, 10:15 AM
Hmm I feel like someone is ripping off my THF suggestions from wiki.

Karbuncle
09-07-2011, 02:25 PM
Then you feel wrong. Never visited those forums, Never will.

Edit: I got the idea from right here. Someone in another one of my threads brought up some ability to use Traps on the enemy. My idea went straight to the Orc in La Vaule (S) Who can summon traps to hinder enemies (Hes a SCH though i think?).

So this idea was born from.

Really though, Bombs/Traps are a staple for the rogue class in a lot of games, Its only obvious sometimes 2 people might have the same idea.

noodles355
09-07-2011, 02:37 PM
I like that the idea would give thf a use in kite fights.

Covenant
09-10-2011, 11:51 AM
I didnt say I didn't like the suggestions. I love the option of traps. Campaign have a few traps as temp items. Not to mention that go by that drops proximity bombs.

A thief could conceivable lays 2-3 bombs/traps along a path.. Aggro a mob and have them run over the traps while chasing him. Phantasy Star online rangers utilized this amazingly.

While in this concept of traps...I think a complete reworking of the "bomb type" throw weapons are in order. Not only making MORE, but allowing NPC to sell them at reasonable prices is necessary also. Even when a gob by uses theirs on me, they pretty cool and the animation is somewhat exciting to see.

Judge
09-11-2011, 02:19 AM
thats why i mentioned bombs before. so many meds that go unused now. re-purposing some of the same old craft items might give a few ppl something to farm(or not vendor when u get a random drop).