Chests and Traps One of the more memorable things from my time playing D2 pre-release at BN in 1999 was dying from a trapped chest. I was playing a sorc and had put almost no points into vit since I was using them all in energy to make my spell casting faster since I was always out of mana, and health pots were quite scarce in that early build. Thus I was something like lvl 14, with maybe half my hps, probably no resistances, and one of the nova chests banged me straight to the afterlife. I'm pretty sure that was the last time I (or anyone?) ever died to a trapped chest, since their frequency and their damage was turned down a lot before release. That said, would expanding the role/danger of trapped chests in D3 be appealing to players? Would you like there to be actual danger from them, either in bigger damage impacts or more varied traps? Imagine not just bigger damage, but more varied stuff. One that spawns a Slow Time bubble that only slows players (not monsters), or that spits out repeated bursts of chain lightning, or spawns half a dozen Hydras all around the vicinity. Or Evil Urn style monster spawners. Those sound like very cool ideas to me, but wouldn't they have to be balanced by better potential chest rewards? Where would the line be drawn between risk/reward? How dangerous would chests have to be before you'd actually hesitate to open one, instead of just clicking everything in sight as you do in D2? I remember making numerous evil urn preparations D2X in v1.09 when MSLE bosses were still potentially instant (invisible) death. Casting my decoy, making sure the area was clear, checking my escape route, getting ready to cast Slow Missiles, etc. I don't want D3 to repeat that, since the real dangers in D2 came from bosses with buggy modifiers, but I think having to prepare or take seriously the creaking sound of a trapped chest as it opened would be a nice addition to the game.