Flav wrote on Jan 10
th, 2019 at 12:30pm:
why bother with the spike locations... the boxes are always at the same location...
Send the rogue ( note : rogue meaning the guy that can disarm, it doesn't needs to be an actual rogue ) ahead, don't be dwarven barbarian stupid and wait for the rogue to disarm the traps and you can have all the fun without having to time or whatever.
Absolutely, but even worse and this gets to basic quest/raid design, that particular "area" is set up in a way that you can't zerg it, and it's extremely difficult to know where you are exactly on the staircase. Do the doors even have labels like in the quests? And this correlation has been known since day one and I have yet to see anyone post anything about trap position and card order.
It's a "because we can" feature, like putting an extra door handle on the bottom of a car door, does it serve any purpose? No, but it's there if you want to... Well, actually it turns out that there is a very small subset of human beings who prefer to live their lives as lizards, not even free standing lizards, fully walk on all fours lizards. This bottom of the door, door handle is, as you might expect, very very useful to these people so they don't have to break "the mood" if you will, to enter their cars. I salute the DDO team for embracing this type of conceptual framework in their designs.