Community traps ideas suggestion thread!

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  • BrokenScienceBrokenScience Member
    edited August 2016
    Minion Cannon: Loads first small/medium minion that passes by its barrel by placing the minion inside an armored shell increasing the minion's physical armour. Cannon then fires the shell out dealing small damage to the minion. Fired minion takes and deals physical damage to every minion hit in its path until the fired minion dies or hits a wall. If the fired minion dies the shell explodes dealing physical damage and knockback in an AoE. Should the shell hit a wall, the minion takes heavy physical damage and is stunned before it can continue.

    Note: Shell also deals knockback to minions hit. The bigger the minion in the shell, the bigger the knockback.
  • WarlokWarlok Member, War Mage Founder, Early Access
    A conveyor belt...
  • SourSour Member
    I think traps that interact with the build in map traps would be a neat idea. Like one that lets you connect a tripwire or proximity trigger to them. It could also have a chance to not use a charge of it if it's a limited one or maybe refills it over time. I personally only use them on 1 or 2 maps and I think they are really useful but it just seems easier and more damage for me to shoot the enemy over the thing on the wall or i'm on a melee hero like midnight and can't hit them.
  • rayleiraylei Member
    edited August 2016
    I added ideas of Sour, BrokenScrience and Hypovlemic.
    For Warlok, i will come up with one relating to converyor belt later.
    Post edited by raylei on
    So this is how we add small words under our post/comments.
  • JacowboyJacowboy Member, Early Access
    I just want a good strong Ice Wall trap... u_u

    Uhmmm... maybe like a wall zapper-like sort of trap, that does a nice hefty burst of ice damage, freezing some of the mionions passing through. Like the old ice amulet, but trap-version, i guess... but not charged based.

    Plus most wall traps are physical, so walls need more variety =P
  • Jacowboy said:
    I just want a good strong Ice Wall trap... u_u

    Uhmmm... maybe like a wall zapper-like sort of trap, that does a nice hefty burst of ice damage, freezing some of the mionions passing through. Like the old ice amulet, but trap-version, i guess... but not charged based.

    Plus most wall traps are physical, so walls need more variety =P
    I'd like to be able to put Ice Shards on the wall, then you could put a row of them under some Wall Blades...
  • JacowboyJacowboy Member, Early Access
    That could work too... I'm not a fan of the shards because they take too much trap real-estate, like ballistas (though ballistas at least have HUGE range) and that's a problem with trap cap... but I agree completely that it'd be awesome to be able to put some traps on different surfaces... I miss the wall scorchers and the ceiling arrows :P
  • Jacowboy said:
    I just want a good strong Ice Wall trap... u_u

    Uhmmm... maybe like a wall zapper-like sort of trap, that does a nice hefty burst of ice damage, freezing some of the mionions passing through. Like the old ice amulet, but trap-version, i guess... but not charged based.

    Plus most wall traps are physical, so walls need more variety =P
    I'd like to be able to put Ice Shards on the wall, then you could put a row of them under some Wall Blades...
    That would be nice. We need sometime like that because only range hero can reach the ceiling traps. Even in spots with lower ceiling, melee heros cannot trigger them.
    So this is how we add small words under our post/comments.
  • rayleiraylei Member
    edited August 2016
    Jacowboy said:
    I just want a good strong Ice Wall trap... u_u

    Uhmmm... maybe like a wall zapper-like sort of trap, that does a nice hefty burst of ice damage, freezing some of the mionions passing through. Like the old ice amulet, but trap-version, i guess... but not charged based.

    Plus most wall traps are physical, so walls need more variety =P
    I'd like to be able to put Ice Shards on the wall, then you could put a row of them under some Wall Blades...
    They had wall scorchers and the ceiling arrows !!!!!!! What happen to them! Jacowboy should come up with a full idea relating this ice wall trap :)
    So this is how we add small words under our post/comments.
  • Green watch dogs traps!
    It is a dogs house trap, a green ghost dogs waits inside and when minions pass by it it drags one minion inside its house and bites the minions to the death, or at least some huge damage.
  • Ceiling-Mounted Ice Vent: Self explanatory. Regular Ice Vents take up too much floor space for most killboxes and the only ceiling ice trap currently in the game is the Icicle Impaler, which no one uses due to its manual trigger. A ceiling-mounted Ice Vent would be really useful when paired with, say, Grinders and Cursed Ground.
  • AtrupeladorAtrupelador Member, Master Founder, Early Access
    Pygmies like archers but they shoot venon darts with a blowpipe. Venon can do DoT for 4 or more seconds. It would be a very funny companion throghout the game session with lots of taunting sayings and laughs!
  • Probably not original, but they are anyway.

    Portal Trap - Wall, Floor, Ceiling

    A trap that is placed twice to create a link between portals. It has a variety of uses and uses a charge system, after being used "x" times, the portals close before reopening. More powerful creatures take up more charges or are immune to the effects of the Portal Trap.

    1: Player Teleportation - Allows players to teleport around the map. Beware, if using portal traps offensively that the player doesn't use the portal and end up dying!
    2: Combos - Place a portal on the ground so orcs fall through, and have the exit point over a pool of acid! Or, place it on a wall, push the orcs into the portal, and have them fall out into lava! Teleport orcs close to the rift back to the start of your killbox! Have orcs fall forever and be peppered with arrow walls. Shift orcs from one lane into another. The possibilities are endless.

    Grand Ballista - Floor

    A floor trap that places a player-operable ballista similar in function to OMD 1, allowing the player to fire ballista bolts at incoming orcs. When not manned, the trap does nothing.
  • Sire said:
    Probably not original, but they are anyway.

    Portal Trap - Wall, Floor, Ceiling

    A trap that is placed twice to create a link between portals. It has a variety of uses and uses a charge system, after being used "x" times, the portals close before reopening. More powerful creatures take up more charges or are immune to the effects of the Portal Trap.

    1: Player Teleportation - Allows players to teleport around the map. Beware, if using portal traps offensively that the player doesn't use the portal and end up dying!
    2: Combos - Place a portal on the ground so orcs fall through, and have the exit point over a pool of acid! Or, place it on a wall, push the orcs into the portal, and have them fall out into lava! Teleport orcs close to the rift back to the start of your killbox! Have orcs fall forever and be peppered with arrow walls. Shift orcs from one lane into another. The possibilities are endless.

    Grand Ballista - Floor

    A floor trap that places a player-operable ballista similar in function to OMD 1, allowing the player to fire ballista bolts at incoming orcs. When not manned, the trap does nothing.
    I had the similar idea for the orcs teleportation trap, but I figured it is too op haha
    So this is how we add small words under our post/comments.
  • TcuJazzArtistTcuJazzArtist Member
    edited December 2016
    I think it would be cool to have a crate or new barricade  type added that allows for wall traps to be placed on them. They could have, if implemented as a different barricade, reduced health. Or if implemented as a crate, be targetable by mobs so they would require some thought as far as placement goes. There are some maps that I think this could add one extra layer to kill box placement or customization of builds.

    The other aspect you could add is to make the traps slightly less powerful when placing them on a "non-concrete" surface. Just some thoughts.  

    Thanks for reading. 
  • zippygruntzippygrunt Member, Early Access
    edited December 2016
    Rubber Ducky Trap: Can be placed anywhere. Mobs pick it up and squeek it every few steps. Explodes after 1-5 squeeks like a boom barrel.
  • rayleiraylei Member
    edited December 2016
    Rubber Ducky Trap: Can be placed anywhere. Mobs pick it up and squeek it every few steps. Explodes after 1-5 squeeks like a boom barrel.
    lmao I laughed so hard after I read the last sentence. I thought it is a cc at first.
    So this is how we add small words under our post/comments.
  • Snow Blower - A Charge based trap that works like a mix of flame sprayer and Naptha, 1x1 space required, ceiling mounted, and blows until charges expire, low damage and adds chilled stacks to enemies. has a cool down time to make more snow.
    Archivist of the Order, feel free to ask me any questions you have!
  • rayleiraylei Member
    edited December 2016
    Update-add iideas from the posts and me, and add some pictures to make the ideas more fun! I also edited couple old ideas.
    So this is how we add small words under our post/comments.
  • I was messing around in the Loadout menu since the "Sale" traits had me intrigued. However, doing some research, some elements are lacking in terms of filling out a loadout (6, if counting barricades as the 7th trap) or missing a floor, wall, or ceiling trap. So, here are some trap ideas, as well as some of my musings.

    =====Physical - There are plenty of Physical Traps to choose from, and these should also include the physic traps! However, physics aside, the only real "Physical Floor Trap" is the classic Spike Trap. Let there be another floor trap!

    Chainsaw Trap (Floor) - Once triggered, raises a saw from the floor that deals constant DPS for a few seconds before resetting. Similar to the Grinder in function, but lasts for a time instead of charges and is on the floor.

    =====Arcane - I thought there was a decent number of Arcane Traps since Dragon Lances, Bowling Balls, and Cursed Ground were popular, but aside from the Arcane Phaser, there aren't any more Arcane Traps! So, to increase their number, I made up Arcane-themed wall and ceiling traps.

    Rune Wall Trap (Wall) - A charged based trap with a crucial difference, it unleashes all stored charges when activated. The Rune Wall Trap will trigger an arcane explosion relative to how "charged" it is, dealing more damage and affecting a wider area. However, when not fully charged and if it is being constantly activated, the Rune Wall does fairly weak damage. Placement and using Parts will likely be critical when using Rune Wall traps.

    Arcane Prison Trap (Ceiling) - A 2x2 ceiling trap that immobilizes foes for a brief period, doing Arcane damage while doing so. One can say it is a variant on the Concussive Pounder, but larger, enemies take damage, and enemies can retaliate.

    =====Fire - There are a good number of Fire Traps available, with three floor traps and two wall traps (counting Naphtha, even though it probably won't be discounted). All fire lacks is a proper ceiling trap, but I suggested another wall trap for fun.

    Fireball Trap (Wall) - Shoots out a fireball that explodes on contact, dealing AoE damage and inflicting the Burning debuff. Has the max range of 2 tiles, where it will explode if it did not make contact.

    Incinerator Trap (Ceiling) - A ceiling trap that acts as a flamethrower when activated, burning everything below it before resetting.

    =====Ice - There are 3 floor traps (Ice Spikes, Ice Vent, Ice Saw) and one ceiling (Falling Ice Spikes). So, Ice needs a wall trap, but another ceiling trap won't hurt.

    Flash Freezer Trap (Wall) - A wall trap that will immediately freeze anything in front of it once triggered. Does no damage.

    Blizzard Trap (Ceiling) - Essentially a ceiling Ice Vent in function, even being 2x2, but lasts for a set duration instead of charges.

    =====Lightning - We got the classic Wall Charger and the Shock Zapper, and then there's that other Lightning ceiling trap. There be no Floor traps, so let us remedy that and include a bonus.

    Tesla Coil Trap (Floor) - A 0.5x0.5 trap, places a mini Tesla Coil that will automatically shoot at nearby foes. Attacks only affect a single target and have a short range. (Optional Bonus: Tesla Coils can "charge" one another, boosting damage output and range.)

    Thunderbolt Trap (Wall) - A charge trap that requires players to activate it. Once activated, it fires off a stream of lightning, dealing instantaneous damage in an "infinite" line, similar to the Arcane Bowling Ball trap. Deals more damage the more charges it has, and will have lesser range if not fully charged.
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