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Telekinesis vs remove trap

Started by Grimbeard · 2025-07-09 · 37 posts · General Discussions
#0
It bugs me that a third level spell is more effective than a skill at gm most of my rogue builds have zero magery they are thieves and assassin's not wizards 
#1
Aye, plus you have to become visible to cast the telek spell 3x.  I have my GM Remove trap skill on a soul stone.
#2
For anyone who wants to play a true rogue, when it comes to going into the dungeon portion of this event and others like it, it's more challenge than it's worth. I've done it a number of times, in hopes the rewards might somehow be greater if you go after chests in the dungeon. Doesn't seem to be the case though the risk is extreme because of needing to become visible to cast telekinesis in areas that are super overflowing with mobs with no one fighting them. Super super super time consuming, trying to stealth to corners, waiting for a chance that mobs will face the other way. Or waiting for them to shuffle off away from the chest. Usually they just stay put, surrounding the chest you'd love to peek into but don't dare. 

I wouldn't mind taking my chances and occasionally failing on removing traps while being in a super mobbed up spot, raising the chances of being detected. Sometimes chicken, sometimes feathers...and you'll be off getting rez'd. But we can't even realistically take our chances on it because RT is a sure fail. 

That puts a whole other level of content out or reach for rogues that would be happy to do a dungeon crawl. You might be able to pull it off if you're stealthing around a room with a fighting group (hard to come by on low population shards). 
#3
Grimbeard said:
It bugs me that a third level spell is more effective than a skill at gm most of my rogue builds have zero magery they are thieves and assassin's not wizards 

Do I remember it as right that the Developers, a while back mentioned something of the kind that they wanted to make the Remove Trap skill be more effective ?

I totally agree. Players who invest a whopping 100 skill points in a skill and mind you, in a Template like the Rogue which with hiding, stealthing, stealing, snooping, lockpicking, detect hidden, magery is quite tight to also accomodate Remove Trap and when they do, this should result being a hell of a valuable addition (i.e. work at GM to remove the trap 99.99% of the times even with the most difficult chests...)


#4
popps said:


@ Kyronix ?

   :/ :o 😂
#5
That nasty incurable poison bug from failed Remove Trap attempts (supposedly patched) is still alive and kicking in this event.
Remove Trap continues to be utterly useless... and kicking chests in sandals is really uncomfortable!
I'm starting to think they should rename the skill to 'Remove Hope' - that's all it's removing these days!
#6
Yeah I couldn’t cure poison. Tried and tried and tried and died, died, died. 
#7
What irks me is I can pop it with telekinesis at 7m and not get hurt. When I use Remove Trap at the same distance, I take damage. And the incurable poison is BS IMO
#8
yep
#9
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap?  It saves a lot of headache.

#10
Nope, didn't occur to me, Tim. I'm trying to hard to compete with people on horseback that's a whole other level of complication to slow me down. lol 

You're saying if it doesn't say Too Challenging or whatever, that you're successful at using RT?
#11
I've just adapted into a mage treasure hunter tamer hidden chest finder 

#12
I know I shouldn't complain but why on earth does lock picking have a 3 tile range?
#13
Grimbeard said:
I know I shouldn't complain but why on earth does lock picking have a 3 tile range?

I'm glad it has a bit of range for containers tucked in odd places around walls.
#14
TimSt said:
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap?  It saves a lot of headache.

I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?
#15
using the crystal ball acts like a 'warmer' 'colder' indication of how close you are to the chest. 'easy' you're far away, 'too easy' you're pretty much next to it. Lost the message, you're either too far away, or you already revealed it but you can't see it - use circle of trans.
#16
I'll have to try that when I get back into the game
#17
keven2002 said:
TimSt said:
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap?  It saves a lot of headache.

I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?

When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap.   The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected.   Challenging and Too Challenging trapped chests have the deadlier poisons.  

Most of the hidden chests I've revealed during this event have been at the "Too Easy" level.  During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
#18
For this event remove trap pointless I've completely abandoned any pretense of being rouge or treasure hunter like and ride about willynilly
#19

noun: rouge
  1. a red powder or cream used as a cosmetic for coloring the cheeks or lips.
Sorry, couldn't resist.
#20
I like to look fabulous 
#21
TimSt said:
keven2002 said:
TimSt said:
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap?  It saves a lot of headache.

I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?

When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap.   The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected.   Challenging and Too Challenging trapped chests have the deadlier poisons.  

Most of the hidden chests I've revealed during this event have been at the "Too Easy" level.  During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
Ah ok that makes sense... I don't detect the actual chests once revealed... that takes too long 
#22
It would be nice if some of these non-combat skills could have their cooldowns adjusted downwards.

I feel like any skill that doesn't 'attack' or 'defend' in any way as a standalone skill, should have the same on-use cooldown of like Animal Lore, or Eval-int (approx 1.25s).
#23
Grimbeard said:
I like to look fabulous 
glitter everywhere on Make a GIF
#24
CovenantX said:
It would be nice if some of these non-combat skills could have their cooldowns adjusted downwards.

I feel like any skill that doesn't 'attack' or 'defend' in any way as a standalone skill, should have the same on-use cooldown of like Animal Lore, or Eval-int (approx 1.25s).
Agreed. The wait for both DH and RT are too long.

#26
I agree the detect hidden timer makes the gameplay boring. It would be nice if it was reduced, I like the idea of if GM you get a shorter timer.
#27
TimSt said:
keven2002 said:
TimSt said:
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap?  It saves a lot of headache.

I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?

When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap.   The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected.   Challenging and Too Challenging trapped chests have the deadlier poisons.  

Most of the hidden chests I've revealed during this event have been at the "Too Easy" level.  During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
This sounded good in theory but I found it wasn't accurate and it's easy to fail when the CBoK tells you the trap is Too Easy.

RT breathe a sigh of relief....pause....looks at watch....used RT again...fail...poisoned...dead. As much fun as that sounds...
:/
Edited to say: It may have been pilot error. I may have been reading the stealth system message saying it's too easy. That said, the DH on the trap comes up with Challenging and Too Challenging at a lot higher rate than the easier levels of difficulty. Which I'm guessing is part of the RNG factor? 

#28
LilyGrace said:
TimSt said:
keven2002 said:
TimSt said:
Are people not using crystal balls of knowledge and the detect hidden skill on unlocked chests before attempting to remove trap?  It saves a lot of headache.

I dont think the Crystal Ball of Knowledge works to improve detect hidden (not sure if that is what you are suggesting).... I tried that before to help reveal quicker/less attempts and never got a message about the difficulty of detecting. Maybe I'm doing it wrong (the crystal was ON...lol)?

When you target an unlocked chest with the Detect Hidden skill the Crystal Ball of Knowledge will roughly let you how hard it will be to untrap the chest by telling you how hard it was to detect the trap.   The levels are Too Easy, Easy, Optimal, Challenging, Too Challenging. and Nothing Detected.   Challenging and Too Challenging trapped chests have the deadlier poisons.  

Most of the hidden chests I've revealed during this event have been at the "Too Easy" level.  During the previous event the hidden chests were at "Optimal" or "Challenging" level for the same character.
This sounded good in theory but I found it wasn't accurate and it's easy to fail when the CBoK tells you the trap is Too Easy.

RT breathe a sigh of relief....pause....looks at watch....used RT again...fail...poisoned...dead. As much fun as that sounds...
:/
Edited to say: It may have been pilot error. I may have been reading the stealth system message saying it's too easy. That said, the DH on the trap comes up with Challenging and Too Challenging at a lot higher rate than the easier levels of difficulty. Which I'm guessing is part of the RNG factor? 

Yea I found the crystal ball thing wasn't super helpful for trying to narrow down the chests because I'd kind of lose track of the message if I was trying to invis/cure/avoid mobs (wrestle/tact)/etc so I turned it back off.
#29
Like I said I stopped hoping it would work and take the easy way 
#30
Grimbeard said:
Like I said I stopped hoping it would work and take the easy way 
There is no "easy way" for detect hidden... 
#31
keven2002 said:
Grimbeard said:
Like I said I stopped hoping it would work and take the easy way 
There is no "easy way" for detect hidden... 
No that timer sucks but when you abandon remove trap for telekinesis it's more bareable 
#32
qwery said:
That nasty incurable poison bug from failed Remove Trap attempts (supposedly patched) is still alive and kicking in this event.
LilyGrace said:
Yeah I couldn’t cure poison. Tried and tried and tried and died, died, died. 
What irks me is I can pop it with telekinesis at 7m and not get hurt. When I use Remove Trap at the same distance, I take damage. And the incurable poison is BS IMO

Lmao. That's the original pre-AoS Lethal Poison, which only those traps and Silver Serpents could inflict back then. It was basically uncurable, so if you got bit and poisoned by a Silver Serpent, you were screwed (one of the many things that made Lvl 4 Covetous and the Papua Jungles so dangerous back then). All levels of Poison were a lot more dangerous back then.
Even Ultima IX made statements to how lethal Silver Serpent venom is, which was likely a reference to UO, lol.
#33
qwery said:
That nasty incurable poison bug from failed Remove Trap attempts (supposedly patched) is still alive and kicking in this event.
LilyGrace said:
Yeah I couldn’t cure poison. Tried and tried and tried and died, died, died. 
What irks me is I can pop it with telekinesis at 7m and not get hurt. When I use Remove Trap at the same distance, I take damage. And the incurable poison is BS IMO

Lmao. That's the original pre-AoS Lethal Poison, which only those traps and Silver Serpents could inflict back then. It was basically uncurable, so if you got bit and poisoned by a Silver Serpent, you were screwed (one of the many things that made Lvl 4 Covetous and the Papua Jungles so dangerous back then). All levels of Poison were a lot more dangerous back then.
Even Ultima IX made statements to how lethal Silver Serpent venom is, which was likely a reference to UO, lol.
I know @LilyGrace is kind of anti-ninja on a thief...buuuutttttt.... dog form will basically allow you to regen through the poison until it wears off...then smoke bomb away! lmao
#34
You take that back, Keven! I’m not anti-ninja! I just was saying I didn’t understand why characters with rogue skills couldn’t use the smoke bombs too. 

 ;) 😂  

#35
Speaking of Silver Serpents, in Ultima IX there was a quest involving a Silver Serpent that was stolen from the Cathedral of Love. The monks at the Cathedral used Silver Serpent Venom to create Serpentwyne, a super-powerful healing/curative elixir. The pirates that stole the Silver Serpent, were using it's venom to create addictive drugs.
"The Silver Serpent is known for its insidious venom, which can be a dangerous and heavily addictive drug. When in the right hands, however, the venom can be refined to create one of Britannia's most valuable elixirs, Serpentwyne. Serpentwyne is known to cure poison, restore health, and prolong the life of the elderly."

We already have the ability to milk Silver Serpents for Silver Serpent Venom now (which is only used for creating Color Fixatives). I suggest adding a new Alchemy recipe for "Serpentwyne" that acts a Greater Heal/Greater Cure (100% cure chance for all Poison)/Remove Curse in one, but with a bigger cooldown.
#36
I gotta have me some of that Serpentwyne!
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