October 01, 2014, 10:21:31 | #1
Traps are mostly fine in their current state. They simply need to remove the two-per-turn limitation and make the trap level scale off of player level instead of spell level (forcing you to level things you don't want to).
Bled Dry = 62 dmg, 31 hemo, single
Laceration Trap = 75 dmg, 19 hemo, aoe
Swindlesram = 81 dmg, dodge loot, single
Silent Trap = 81 dmg, -2 ap, aoe
Tricky Blow = 81 dmg, move yourself away, single
Foggy Trap = 81 dmg, teleport, aoe
The damage of the traps and the spells that make them are the same (or a little more for the fire trap). So... if traps had the same level as the Sram... wouldn't this give Srams 3 spells for free? Is that really a fair / good idea? Srams can already use a ton of their spells at level 0 to good effect, more so than any other class, if I'm not mistaken.