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Skulltrap firing too late or not at all

Skulltraps work fine for me when used like a fireball, i.e. fired into a group of mobs. They'll go off and damage everybody around them. However, when I place them as traps they often just won't fire or at least fire with so much delay that the enemies are long past them when they go off. I tried that extensively yesterday in the Black Pits fight with the fire giant where I tried to place a skulltrap in his way when he first advances towards you. It just never worked, the skull would just float there while the giant slowly lumbers past, still floating there at the end of the fight. Has anyone else encountered this problem?

Comments

  • Avenger_teambgAvenger_teambg Member, Developer Posts: 5,862
    There was always some delay in skull trap that left room on running past. It is strange, however if a giant could do that. It has a large personal space and it isn't particularly fast.
  • Oxford_GuyOxford_Guy Member Posts: 3,729
    edited January 2013
    @Avenger_teambg - BTW was the casting range of Skulltrap increased to beyond the area of effect in BGEE, or do you still need to step back after casting it?

    EDIT: The in-game description says range is 20 yards (60 feet), area of effect 30 feet, so I guess the range *has* been increased?
  • TressetTresset Member, Moderator Posts: 8,268
    @Oxford_Guy And thank God that the range was improved! I cant even begin to tell you how ANNOYING it used to be having to try to space myself just so in order to launch them from a spell sequencer so they would actually go off and give me enough room to run in order to avoid the blast.
  • MeizMeiz Member Posts: 18
    I've noticed the same, I was able to run almost through skulltrap with pack of wolves following, without it exploding. Changed immediately back to fireball, so I haven't done any thorough testing. I never noticed this is BG2.
  • TressetTresset Member, Moderator Posts: 8,268
    Yeah it does take a while for them to go off sometimes... I used a ton of them at the 4 warders and they went off at as very irregular pace even when standing right on top of them. They only seem to check for nearby characters once per round, or some similar time period, and if no one is near them at that specific time they won't go off even if you are standing on top of them for the rest of the time. They should go off with at least a little less delay so you can't walk along the diameter of their AoE without triggering them. You can actually do that as it is right now if you time it right.
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