Multiple Issues with Death Trap and Related Systems

  1. Many skills, including Death Trap and Shadow Clone, that Blizzard claims to have “fixed” in the patch notes are still not functioning as intended.
  2. Numerous other aspects of the game also do not work as described in their tooltips.
  3. The season powers and gems feel designed purely to extend playtime. For example, crafting a single gem requires 1,000 Malignant Ichor. I ran the Malignant Tunnels for over 8 hours and didn’t find a single one (though I admit it could just be bad luck).
  4. Most importantly, Blizzard has significantly altered the health scaling at Tier 100. Something felt off about Tier 100, so I tested it with my Eternal Server character and confirmed that, on average, you now need to deal at least 100 billion damage consistently to comfortably clear Tier 100. Comparing this to Season 6 and the PTR, it’s clear that monster health in high Nightmare Dungeon tiers has more than doubled.

Currently, Necromancers are outputting damage in the trillions, so many players seem to think 100 billion damage is “easy,” but it’s not. Reaching such damage levels is extremely challenging for most builds. Right now, Rogue is effectively locked out of Tier 100 farming except when using Rain of Arrows.

Specific Issues with Death Trap

  1. Death Trap does not interact with ‘Beastfall Boots’. It cannot reset its cooldown by activating its own preparation effect.
  2. When used alongside a core skill, Death Trap loses the bonuses from Banished Lord’s Talisman and Qax Rune to the other core skill.
  3. While Death Trap is tagged as interacting with Flash Grenade, it does not synergize with specific bonuses tied to Flash Grenade (e.g., bonus size for Flash Grenades).

These issues significantly reduce the utility and functionality of the skill. I hope these bugs can be addressed soon.

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