Is the pitfall trap too OP?
I've played almost 100 runs, and two of them have been ended by a pitfall trap. On one hand, its existence helps keep SPD a punishing, unforgiving game in the Rogue-like tradition, but on the other, instant death is always frustrating. What are others' opinions?
I haven't really had issues with that trap, and they seem to only begin to appear during the caves. There's a number of things you can do to deal with a pitfall trap once you've activated it:
Other things you can do to minimize damage:
I'm uncertain whether I've died to the trap because usually i likely have a potion of levitation, feather fall, or any teleportation based items. I usually play with at least 6 challenges, but more recently with 9 challenges. I've played at least 700 runs, maybe 1,000 (switched phones several times)
What were the circumstances of your deaths?
Spell is phase shift, I can also think of Ally swap or any other ability which allows jumping or teleporting, such as Assassin's reach, Smoke Bomb, Heroic leap, some duelist weapon abilities etc.
Not really. I would hate these traps if they were in sewers, but it's caves, by this point it's really unlikely that you have no options to deal with them. They give you one turn before you fall and you can use a consumable, artifact or subclass ability to get out of its range and you're fine
By the time you run into those, you should have some tools on hand to deal with it in the turn before you fall.
Thanks for all the tips. Looking back, I think the problem is that I tend to move too fast, especially in long corridors (which is where I've found the traps). By the time I realize I've stepped on a trap, I've already taken a step. I don't know if I can consistently move slower, but I'll try.
I just found another one of these traps. Now, I noticed it, but I had only one item that might save me: a potion of honeyed healing. Fortunately, it did the trick!