Thief gameplay is one of the few things becoming better in modern crpgs.
This is how a trap functions in Wrath of the Righteous.
You trigger it by stepping on the read area, you defuse it at the end of the dotted red line. Looks pointless at first glance, but has some interesting applications in practise. Sometimes the defuser is behind the trap. Then you have to send the rogue ahead solo, maneuver him past the minefield, defuse the trap, and then your party follows up. Like a minitiature 3 second version of a real trap encounter in a pen and paper. Sometimes there are also monsters in front of the defuser. Then there is actually a reason for your rogue to have stealth instead of only for scouting, as you can stealthily disarm the trap without triggering the fight, and then have your team engage.
It is a very simple and elegant way to make traps as one of the rogues core element more engaged in isometric crpgs and I was surprised noone came up with it before.
Baldurs Gate 3 has a fairly involved stealh system which borrows elements from Shadow Tactics.
I personally do not like having some Shadow Tactics in my Baldurs Gate, and fiddling around with lines of sight for a marginal advantage is not my style. The system is rendered moot anyway by the low key retarded implementation of advantage from high altitude. You could sneak up behind the enemy for a backstab, or shoot him from a nearby elevation for exactly the same benefit. But it is nice in theory and another possible venue to expand thief gameplay in isometric games further.
This is how a trap functions in Wrath of the Righteous.
You trigger it by stepping on the read area, you defuse it at the end of the dotted red line. Looks pointless at first glance, but has some interesting applications in practise. Sometimes the defuser is behind the trap. Then you have to send the rogue ahead solo, maneuver him past the minefield, defuse the trap, and then your party follows up. Like a minitiature 3 second version of a real trap encounter in a pen and paper. Sometimes there are also monsters in front of the defuser. Then there is actually a reason for your rogue to have stealth instead of only for scouting, as you can stealthily disarm the trap without triggering the fight, and then have your team engage.
It is a very simple and elegant way to make traps as one of the rogues core element more engaged in isometric crpgs and I was surprised noone came up with it before.
Baldurs Gate 3 has a fairly involved stealh system which borrows elements from Shadow Tactics.
I personally do not like having some Shadow Tactics in my Baldurs Gate, and fiddling around with lines of sight for a marginal advantage is not my style. The system is rendered moot anyway by the low key retarded implementation of advantage from high altitude. You could sneak up behind the enemy for a backstab, or shoot him from a nearby elevation for exactly the same benefit. But it is nice in theory and another possible venue to expand thief gameplay in isometric games further.
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