conchvegas
Aravis, deadly archer
I think it's the dungeon where you have to return the skeleton key. The final mission for the Thieves guild. I could be wrong.I have not found that gas/light dungeon yet. What's its name?
I think it's the dungeon where you have to return the skeleton key. The final mission for the Thieves guild. I could be wrong.I have not found that gas/light dungeon yet. What's its name?
You do get some pretty cool powers for returning the key, and stocking up on lockpicks helps. Plus don't you want to try out the shadow/light trap? Anyhow, it's up to you.Ah, that one. Yeah I didn't return that key, like it too much on my thief to get rid of it, so that is why I have not run into those traps. But also makes sense why you would have to sneak thru the shadows as it is a thief quest.
Most traps do keep you on your toes I got blown up in one of the dwarven ruins by something....I stepped on a pressure plate and something was fired at me and exploded........Died instantly
Although, I did forgot about Oblivion had only one trap that instant kills any NPC, creature including the player as well (The abyss)
But traps being weak (except for alerting enemies) is basically a non issue that the player can face. It's like what is the point of it being there, if all it is going to do is scrape the player controlled character?
That is true at early character levels. But in later levels, they've became too weak. And you kind of taken my comment out of context. I didn't asked for all of the damage inflicting traps to instant kill. I am asking for it to compensate for later levels and make more comprehensive damage to the player. I had feel that traps like this is the same traps as Fallout 3. Although Fallout 3 only have one trap that basically instant kill the player, is the fatman mine.Although, I did forgot about Oblivion had only one trap that instant kills any NPC, creature including the player as well (The abyss)
But traps being weak (except for alerting enemies) is basically a non issue that the player can face. It's like what is the point of it being there, if all it is going to do is scrape the player controlled character?
I think you may be playing on far to easy a difficulty. Most traps will eat at least a 3rd of your health on even the easiest settings and will kill you outright on the hardest I have to agree that they are certainly there to alert whomever is in the location to your presence.
Besides, what would be the point of the traps if they were instantly fatal? Not only would you, as the player not be able to progress (most traps are in places you have to go through to get where you're going (the giant log traps in the narrow halls of the crypts; the rune traps set by mages in or near their lairs, spike traps, the swinging blades, etc.) and are meant to hinder your progress. If they killed you you'd never get anywhere.
Personally I think it would take a complete game redesign to make deadly, deadly traps have any sort of meaning. The situations themselves don't call for them.
Besides all that, most bandits, bad guys and critters are utter morons in Skyrim. They'd be triggering their own traps all the time!
And don't even get me started on the buffoons most companions are at setting of traps at every opportunity.
That actually makes sense, but one of the issues there is that there is a sneak perk that makes most traps moot at higher levels in any case. That has always been an issue for me in most Bethesda games. There really isn't any scaling once you get past level 40 or so. By the time you're in the 70's or 80's (or even just over 50), you basically God-like. Even the difficulties don't really matter as, while the up the damage you receive (although - oddly, not for traps, only for mobs), all that basically does is make your enemies "bullet-sponges" or arrow-sponges in Skyrim's case. Hmm... I wonder how we can advise Beth to improve things for ESVI. Hmm...That is true at early character levels. But in later levels, they've became too weak. And you kind of taken my comment out of context. I didn't asked for all of the damage inflicting traps to instant kill. I am asking for it to compensate for later levels and make more comprehensive damage to the player. I had feel that traps like this is the same traps as Fallout 3. Although Fallout 3 only have one trap that basically instant kill the player, is the fatman mine.Although, I did forgot about Oblivion had only one trap that instant kills any NPC, creature including the player as well (The abyss)
But traps being weak (except for alerting enemies) is basically a non issue that the player can face. It's like what is the point of it being there, if all it is going to do is scrape the player controlled character?
I think you may be playing on far to easy a difficulty. Most traps will eat at least a 3rd of your health on even the easiest settings and will kill you outright on the hardest I have to agree that they are certainly there to alert whomever is in the location to your presence.
Besides, what would be the point of the traps if they were instantly fatal? Not only would you, as the player not be able to progress (most traps are in places you have to go through to get where you're going (the giant log traps in the narrow halls of the crypts; the rune traps set by mages in or near their lairs, spike traps, the swinging blades, etc.) and are meant to hinder your progress. If they killed you you'd never get anywhere.
Personally I think it would take a complete game redesign to make deadly, deadly traps have any sort of meaning. The situations themselves don't call for them.
Besides all that, most bandits, bad guys and critters are utter morons in Skyrim. They'd be triggering their own traps all the time!
And don't even get me started on the buffoons most companions are at setting of traps at every opportunity.
I wasn't playing it on easy, btw.
That actually makes sense, but one of the issues there is that there is a sneak perk that makes most traps moot at higher levels in any case. That has always been an issue for me in most Bethesda games. There really isn't any scaling once you get past level 40 or so. By the time you're in the 70's or 80's (or even just over 50), you basically God-like. Even the difficulties don't really matter as, while the up the damage you receive (although - oddly, not for traps, only for mobs), all that basically does is make your enemies "bullet-sponges" or arrow-sponges in Skyrim's case. Hmm... I wonder how we can advise Beth to improve things for ESVI. Hmm...That is true at early character levels. But in later levels, they've became too weak. And you kind of taken my comment out of context. I didn't asked for all of the damage inflicting traps to instant kill. I am asking for it to compensate for later levels and make more comprehensive damage to the player. I had feel that traps like this is the same traps as Fallout 3. Although Fallout 3 only have one trap that basically instant kill the player, is the fatman mine.I think you may be playing on far to easy a difficulty. Most traps will eat at least a 3rd of your health on even the easiest settings and will kill you outright on the hardest I have to agree that they are certainly there to alert whomever is in the location to your presence.
Besides, what would be the point of the traps if they were instantly fatal? Not only would you, as the player not be able to progress (most traps are in places you have to go through to get where you're going (the giant log traps in the narrow halls of the crypts; the rune traps set by mages in or near their lairs, spike traps, the swinging blades, etc.) and are meant to hinder your progress. If they killed you you'd never get anywhere.
Personally I think it would take a complete game redesign to make deadly, deadly traps have any sort of meaning. The situations themselves don't call for them.
Besides all that, most bandits, bad guys and critters are utter morons in Skyrim. They'd be triggering their own traps all the time!
And don't even get me started on the buffoons most companions are at setting of traps at every opportunity.
I wasn't playing it on easy, btw.