So, after looking at the traps for the DH, I am curious to how runes will change what these traps do. There are no real elements to change. You can make the radius bigger, or reset traps for multiple uses. Ideas?
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Well it has been shown that runes can pretty much change the function of the spell entirely (ie changing weapon throw to a stun for the barb) so a rune could change the DH's spike trap's radius and damage, but then other runes could also change its functionality to maybe a lower-radius trap that keeps the enemies in place, or makes them bleed for damage over time, stuff like that. It seems like they gave themselves room to do pretty much whatever they wanted with runes.
i liked the assassins traps that functioned more like turrets then pitfalls, im hoping those return in some fashion
i can see the grenades transforming into smoke bombs or poison gas that kinda stuff, napalm that stays on the ground.
The DH does have one that has a spinning blade that attacks enemies that walk next it. However, if you place more than one of them, the saw blade will shoot between the two of them. I love the strategic feel of this trap.
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- Camouflages/burrows
- Leaves with a self destruction once it's done
- Boosts range damage while present
- Slowly regenerates party's health/mana while present
- Mana spent to use trap is regenerated once it's gone
- Trap creates reflections of itself that do minimal damage
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I was also thinking about the grenades. Would be cool if one of the runes made them into stickies.
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traps that have a larger radius, bounce, stick, or are completely redesigned. (ex. instead of throwing a grenade, maybe throw acid or throw caltrops)
also perhaps demon infused traps (they talked about using demon organs). Or traps that affect different types of demons differently.
did you see the witch doctor giant frog that eats enemies? the sky is the limit with diablo 3.
i can see the grenades transforming into smoke bombs or poison gas that kinda stuff, napalm that stays on the ground.
The DH does have one that has a spinning blade that attacks enemies that walk next it. However, if you place more than one of them, the saw blade will shoot between the two of them. I love the strategic feel of this trap.
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that sounds pretty nifty you could set up a perimeter of saw blades and fire from the safety behind them
- Camouflages/burrows
- Leaves with a self destruction once it's done
- Boosts range damage while present
- Slowly regenerates party's health/mana while present
- Mana spent to use trap is regenerated once it's gone
- Trap creates reflections of itself that do minimal damage