Xeonic-Ice wrote: I'd love it if trap tiles were more thought out in general. Trap tiles are very interesting but Daredevil's implementation feels very unfinished. I like the idea of revealing traps but they're still armed, just much less effective because you now know what will happen. For example: 1. Trap tiles are still randomly placed and hidden from the enemy. 2. If the enemy has a way to overwrite tiles where a trap may be, the trap is then revealed. 3. A revealed trap tile now much less effective depending on the ability. DD's red would be 1/10 as effective, blue would stun for 1 turn, and purple would steal 1 of each color if the enemy decided to then match the tile to get rid of it. 4. A revealed trap can then be overwritten by an ability that overwrites tiles. 5. The owner of the trap could match the revealed trap to move the location and become hidden again. A revealed trap wouldn't gain any of the self matching bonuses an only move locations. I'm sure this is way too complicated for the current iteration of the game and communicative real estate in game is tough. But anyway, just a thought
wymtime wrote: Lastly red can beplaced by the user. Each level will allow for more colors so level 5 could use any color.
Kolence wrote: wymtime wrote: Lastly red can beplaced by the user. Each level will allow for more colors so level 5 could use any color. Placing ambush for the imminent match-4 by the A.I. would be too much with the amount of damage it currently does. It would at least have to be more costly then. But IMO it would change DD's whole idea and trap mechanic if you could all but guarantee that the trap will immediately be sprung. There should be some chance the traps don't get triggered, in exchange for lower AP costs and higher damage/steal/whatever effect when they do.
gamar wrote: Voted "different colors." If ambush placed traps on green instead of red and/or radar sense placed traps on purple, I would play DD all day, I'm not even kidding