Divinity: Original Sin 2

Divinity: Original Sin 2

Bard & Artificer Classes
*Suggestion* The Trapper
Inspired by Explosive Trap, I wish to see characters with varieties of battlefield setup similar to this skill. Let it be known that a Huntsman has not only 1 device for catching prey, but always prepared for numerous possibilities!

Icy Trap
Required: 1 Hunts + 1 Hydro
The ranger throws a trap which takes 1 turn to arm. Upon enemy approach, the trap bursts and rapidly encases him in ice, freezing him and everything nearby dealing (X-Y) damage.

Smoke Trap
Required: 1 Hunts + 1 Aero
Placed at your feet, this trap creates a smoke cloud centered on itself when triggered. This trap is armed immediately and will trigger when it is stepped on by any unit.

Bear Trap
Required: 1 Hunts + 1 Scoundrel
The classic trap that no ranger would be without. This trap can be thrown a short distance and takes 1 turn to arm. Once ready, any enemy that steps onto it will be dealt (X-Y) damage and immediately crippled.

Plan B
Required: 2 Hunts
Cost: 1 AP
When plan A doesn't work, the Ranger always has an out. Immediately arm a trap that is not yet armed this turn, causing them to be ready to trigger immediately.

Bloodletting Trap:
Required: 1 Hunts + 1 Necro
Set up a complicated trap in front of you that arms after one turn and deals (X-Y) damage. Afetr taking damage, the enemy suffers Bleeding for 2 turns.

??? Trap
Required: 1 Hunts + 1 Poly
After finding a trap you don't remember making, you decide to chance it. Target an area and throw out a trap that you have no idea what it does. A Random trap will arm itself after 1 turn and trigger when an enemy steps on it.

Sworn Guardian
Required: 1 Hunts + 1 Summon
Set a trap at your feet that arms after 1 turn. When triggered, your currently summoned ally will immediately be teleported back to the position of the trap in order to help defend you.

Poisoncloud Trap:
Required: 1 Hunts + 1 Geo
Place a gas trap in medium range with a 2 turn arming duration. This trap has a large trigger radius which causes acid in an aoe when initially triggered and leaves large poison clouds afterward.

Some more ideas for you to build the variety in your mod and its popularity! This one not creating an entirely new skill tree to key off of like my last set of suggestions. Good luck!
< >
Showing 1-4 of 4 comments
baardvaark  [developer] 27 Sep, 2017 @ 6:42pm 
Noice ideas. I've thought about having more traps. I like Sworn Guardian, as well as just a plain bear trap option. Not sure if going full elemental spread is particularly interesting, but it's always an option.

Some "bard traps" would be cool too. Maybe one that buffs allies that walk over it, and debuffs enemies (and sticks around for a few uses).
Last edited by baardvaark; 27 Sep, 2017 @ 6:43pm
IGXE_梦里 27 Sep, 2017 @ 11:30pm 
ewaee
VendettaChef 30 Sep, 2017 @ 12:10pm 
Plan B doesn't need to instantly activate a trap - they don't require a full turn and set off almost immediately.

It's also important to note that elemental traps aren't really needed because the Huntsman has access to elemental arrowheads. Explosive trap is nice because it only requires 1ap and you can toss it out when you have a movement to spare - but you don't need other elements to choose from.

If you really want to make a Trapper class then think more thematically and in terms of creating a playstyle players don't already have access to.Here's how I would do it:

Master Bomb (1ap)- Set a large explosive that automatically detonates after three turns for massive damage in a medium area. (This is a core skill).

Tether Trap (1ap) - set a trap that arms after one turn. Any enemy that triggers this trap will be afflicted with a status which will return them to this location at the end of their following turn. (if this can't be done, then instead it inflicts them with entanglement at the start of their following turn).

Do You Really Want To Escape? Trap (2ap) - set a trap that arms after one turn. When triggered, all enemies within the aoe will take physcial damage then be inflicted with Sever Tendons (from scoundrel branch)

That Wan't An Option Trap (2ap) - set a trap that arms after one turn. When triggered, summon a blocking object in front of the unil (anything wall like).

I Have Friends Trap (1ap) - set a trap that arms after one turn. When triggered, summon two Totems on that location.

Trip Wire Trap (2ap) - set a trap that arms after one turn. When triggered, inflict Slowed if the target has armor, Crippled if they do not.

No Smoking Trap (1ap) - set a trap that arms after one turn. When triggered, summon a large poison cloud in the area.

Go Ahead and Try Trap (3ap) - set a trap that arms after one turn. When triggered, summon a large area of Icey surface around the area.

I Was Going That Way trap (2ap) - set a trap that arms after one turn. When triggered, swap positions with the caster.

Regret Trap (1ap) - set a trap that arms after one turn. When triggered, apply Cursed in a small area.

You Can Run But You Can't Fight (1ap) - set a trap that arms after one turn. When triggered, apply Infected in a medium area.


This would create a sort of MasterMind class which is doing all it can to keep people where they want in order to set off the bomb. Since AI probably won't recognize the threat, it may be neccessary to have the bomb hurt allies to ensure the kiting playstyle.
Ouroboros 3 Nov, 2017 @ 12:13pm 
Hey I was just about to post about how I feel traps and grenades are a little underdeveloped in the game and that the rougish trapmaster grenade thrower could be a really cool toolkit to expand on. I suppose many of the ideas that would work for a grenade would also work for a trap. So maybe grenade types could make new trap types. It could be cool to be able to craft traps to carry in your inventory. I already saw the Trap/grenade of random type idea. This has a lot of variety if it uses grenade types that are in the game. The talent arrow recovery would be cool if it also recovered grenades, or just a seperate talent. Maybe skills like "Granade Volleyo- throw 3 grenades." (clustered like hail strike, or randomised. Im not sure). Or maybe "Grenade Volley 1ap, 5 round cooldown, for the rest of the round grenades cost 1ap" Or "for the rest of the round grenades throw duplicates" I dont know whats technically possible. But Im thinking of ways to buff grenades by cheating the resource of the items themselves (spawning free or duplicate grenades), or by cheating ap a bit to get more work out of the grenades youre carying. Reducing ap from that ability stacking with the abidextrous talent would be too powerful.

I think having traps that duplicate and emulate spells would be a good way to diferentiate traps from grenades. And then if there are any talents and skills that facilitate and aid the use of grenades then you can capitalise on the variety of effects that are possible through grenades.
Last edited by Ouroboros; 3 Nov, 2017 @ 12:19pm
< >
Showing 1-4 of 4 comments
Per page: 1530 50