The Trap tier-list

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Deleted member 313278

Terrarian
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Haven't played these mods, so I can only speak on the vanilla portion, but I disagree with a number of these placements. First and foremost, detonator traps and explosive traps barely resemble each other; they were added in different updates, are treated differently in world generation (namely that explosive traps get much more common with No Traps and similar), detonator traps are trivial to see while explosive traps are the hardest traps in the game to spot, and as a result explosive traps are far deadlier. Explosive traps legitimately should be top of the list, Moon Boulders have way more counterplay and are less likely to kill you, and vs land mines, explosive traps have all the same applications in trolling but can also destroy blocks for further trolling and inconvenience, on top of being prehardmode. Regarding them being the hardest to spot, in general the only tell you ever get is the pressure plate, which is the smallest tell you could ever get for any trap.

On the flipside, life crystal boulders are extremely hard to troll with. Either you're playing a special seed with natural life crystal boulders and after the first time you die to them you never fall for them again, or you have to craft the boulder, go find a natural unexplored cave, place it down there without leaving any evidence you were there, then hope people magically show up to activate your boulder. Honestly the sheer amount of trolling effort there deserves props.

Dead man's chests are extremely easy to spot, to the point where I don't know how people fall for them. By design, they have a trap for you to spot from every direction you could approach the chest. The chest swaps in No Traps/Get Fixed Boi are much more dangerous by comparison, since they hide one specific explosive out of sight and you have to be cognizant of the risk every single time you approach a gold chest. There are cases where I legitimately don't know how to play around these, such as when I died to an explosive that was obscured by lava (didn't even know they could spawn in lava). The only saving grace is that dead man's chests don't have particles when hit, but I'm pretty sure this is a bug and so would be getting patched.

It seems you rate the usefulness of traps in builds very highly, for why you would put temple traps that high up when a dangersense potion or Grand Design largely trivializes their natural placements. I generally don't use them for farming myself, since they're post-Golem and I don't like how limited they are, but they are funny for that role. If we're talking usefulness, though, how are statues only D rank usefulness? Shark statue and slime statue are fantastic, hornet statue's great considering stingers are generally the hardest jungle mat to get, granite golems can give geodes, hoplites can give armor, all statues can give banners... Especially since you can farm multiple statues at a time, that's the "trap" I get the most use out of in my runs.

Last I'd like to talk about sand trap and thorns, I agree that they're relatively not dangerous but I think you are underrating them a bit. Sand traps can "only" hit you for 60 damage if you react immediately and jump out, but if you get trapped in sand on the ground and try to mine yourself out, you're getting repeatedly hit by falling sand while suffocating. And that generally does a few hundred damage, enough that recalling out is an important alternative to consider. Regarding thorns, yeah, I'd put them down with lava trap as the least threatening trap in the game, but unlike lava trap they do at least deal damage. They're super threatening in 1 HP HC runs because of that, but in normal play they can still do a fair bit of damage earlygame when you don't have the defense to nullify their damage.
 
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