Dungeon Warfare
Avyctes 30 Apr, 2015 @ 3:08pm
Trap suggestions & ideas
The game is fun but I feel it could be better, specifically that the traps could be better. Some are really average and I barely use them. Some ideas to make them more useful.

Bolt trap: rate of fire is too low to be of use to me and you can't improve it either. Never used this one and I don't think I'm missing anything by not using it either. Unless it one shots a golem but I doubt that.

Freezing trap: I feel the 5 second rate of fire is underwhelming. Slime is also better in nearly all situations because it always works and is cheaper and doesn't take up a wall slot. Why does it have 4 tiers when others don't? It is useful at tier 4 but by then it's really expensive and still lets most enemies pass without touching them.

Inferno trap: I have honestly tried to use this one but you need about five to kill most small things with 8 runes active and they're far too expensive for that. I know they work when you have enough of them or the right combination with other traps but often getting there is impossible and always more expensive than just spamming other traps.

Push trap: for me this one is outclassed by spring trap that does the same job but better. Spring trap can single handedly win you a map with 8 runes active, push trap sadly just can't.

Spinblade: the mastery level increases the damage of this one, I feel it should lower the cooldown. Also needs level 2 and 3, probably lowering cooldown like spring trap does. As it is this trap feels expensive and pretty useless at dealing damage, its only use is being a gate but it's open the great majority of the time.

Demon & Lich: since every other trap tries to kill these, why bother. They're too weak to kill anything stronger than a peasant themselves, the only use I have for them right now is causing an enemy traffic jam so they fall into pits. Either make other traps not kill them or make them a lot stronger, say triple their stats to start with. Additionallly, make them stop fast enemies like thieves and horsemen.

General observation: traps which have their cooldown lowered by mastery levels are much more useful than those that get a damage bonus. To me anyway.



After all that some traps I really like. These should be the benchmark for the others.

Spring trap: fantastic trap, wins a whole bunch of maps all by itself. Now if only all maps would have pits...

Lightning trap: another great one, not as good as spring trap but comes quite close. Good power to cost ratio I feel, more traps should be like this one in that respect.

Slime trap: really, really good for getting more xp when other traps kill things slowed by slime. Cheap too. Makes Freezing trap look bad.

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Avyctes 12 May, 2015 @ 1:19pm 
After update 11 inferno traps feel even worse, if that is possible.
It seems like the burn duration / or the damage has been nerfed.
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