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Checkpoints-trap dilema

I would like to share with you all a bad feeling which is striking me these days.

As we know, Blizzard designers want to remove PK's, and they try to maintain a cooperative-play philosophy.

This is really good, but as hc players you and me know that there are players addicted to damage and ruin the game of other players, and perhaps the checkpoints would help them to do it.


I'm a bit concern. Do you remember those games with a 18 lvl charge paladin in the entrance of the sewers in Luth Golein, hunting noob players? Or the very well-knowed tp-traps?

Perhaps the checkpoints are an excellent way to put a party inmediatelly together for coop-play, but I was thinking about it, and I imagine dozens of players "awakening" some monsters and tanking and driving them exactly at those checkpoints, and then fastrunning/teleporting a bit around. This way, they could build very dangerous traps for all characters who immediately join the game and go to the checkpoint, and killing them.

To me, ofc this is nothing new, because we hc players know about trap-TP's and trap-WP's.

But each time I think about these checkpoints, and knowing the idea of Blizzard of erradicate PK's, I answer myself if there would be safer ways to do it or at least minimize this potencially danger trap.


Any suggestions? What do you think about it?
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