darkSpyro - Spyro and Skylanders Forum > Skylanders: SuperChargers > The Trap Masters need a new function in Superchargers.
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The Trap Masters need a new function in Superchargers.
Muffin Man Platinum Sparx Gems: 5583
#1 Posted: 02:41:16 22/06/2015 | Topic Creator
The main selling point of Trap Masters was the fact that they were more effective against trappable villains than any other character. But now that trappable villains are gone, what's left to set them apart from any other skylander?


Giants will always be bigger and stronger than normal skylanders. Swap Force skylanders will always be able to swap around with eachother. Superchargers will always be able to supercharge their vehicle.


Trap Masters are the only gimmick Skylanders that will become totally obsolete outside of their introductory game. They will be the same as core Skylanders, except with cool looking weapons that do nothing special. Even lightcore skylanders are more special than they are, since they have a field-clearing attack when you put them on the portal (Honestly, I think it was a wasted opportunity not to make the Trap Masters into lightcores by default, since glowing crystal weapons would've been awesome, but I digress...).


But anyway, what do you think would be the best way to give Trap Masters something that sets them apart? Something that makes them more than just an extra expensive core Skylander?


In my opinion, they should give Trap Masters an ability that actually has to do with, you know, trapping. They're called Trap Masters, after all. So why not give them the ability to trap enemies inside their weapons and turn them into allies that they can send out to fight other enemies? I've seen characters with this kind of ability in other game (such as Epic Mickey), so I imagine it could work in this one.
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Blink182Bouncer Yellow Sparx Gems: 1659
#2 Posted: 02:53:20 22/06/2015
Quote: Muffin Man
The main selling point of Trap Masters was the fact that they were more effective against trappable villains than any other character. But now that trappable villains are gone, what's left to set them apart from any other skylander?


Giants will always be bigger and stronger than normal skylanders. Swap Force skylanders will always be able to swap around with eachother. Superchargers will always be able to supercharge their vehicle.



I don't think there will be vehicles in the next game
It all sucks honestly. Why can't we have another gimmick that doesn't rely on special zones to be fun? At least allow the vehicles to drive, fly, or swim/glide in normal on foot sequences.
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#3 Posted: 02:55:47 22/06/2015
Yeah once you take the trick away from a one trick pony all that's left is a pony...that can't do tricks. I'm curious if there will be Traptanium clusters spread throughout Super Chargers. They (V.V.) at least made an effort in Swap Force with the Giant chests. Maybe we'll see something similar in Super Chargers. Personally I like the idea of "trapping" a Villain in the Traptanium weapon. I doubt it would have full functionality but maybe it would send out an attack that resembles the trapped villain. Kind of like Zoo Lou's Bird/Wold/Boar attacks.
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#4 Posted: 02:59:55 22/06/2015 | Topic Creator
Quote: Blink182Bouncer
I don't think there will be vehicles in the next game
It all sucks honestly. Why can't we have another gimmick that doesn't rely on special zones to be fun? At least allow the vehicles to drive, fly, or swim/glide in normal on foot sequences.


Would they really remove vehicles next game? Half the figures in Superchargers are vehicles, and vehicles are the most expensive figures this time around. Cutting out the vehicles would be a huge misstep, I think.

Quote: Tigorus
Personally I like the idea of "trapping" a Villain in the Traptanium weapon. I doubt it would have full functionality but maybe it would send out an attack that resembles the trapped villain. Kind of like Zoo Lou's Bird/Wold/Boar attacks.


Yeah, something like that would be great. Any kind of ability that makes use of their status as Trap Masters would be fine with me.
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Edited 2 times - Last edited at 03:03:32 22/06/2015 by Muffin Man
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#5 Posted: 03:25:53 22/06/2015
Quote: Tigorus
Yeah once you take the trick away from a one trick pony all that's left is a pony...that can't do tricks. I'm curious if there will be Traptanium clusters spread throughout Super Chargers. They (V.V.) at least made an effort in Swap Force with the Giant chests. Maybe we'll see something similar in Super Chargers. Personally I like the idea of "trapping" a Villain in the Traptanium weapon. I doubt it would have full functionality but maybe it would send out an attack that resembles the trapped villain. Kind of like Zoo Lou's Bird/Wold/Boar attacks.



Theres nothing wrong with a pony
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#6 Posted: 03:26:46 22/06/2015
Quote: Muffin Man
Would they really remove vehicles next game? Half the figures in Superchargers are vehicles, and vehicles are the most expensive figures this time around. Cutting out the vehicles would be a huge misstep, I think.


We all said the same thing about the Traps, and look where we are now.

Okay, so they're not cut out entirely, but for not being able to play as Trap Team's villains, they might as well be.
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#7 Posted: 03:27:17 22/06/2015
I had brought this up in a post previously which got deleted for some reason....it was regarding the utility of vehicles in Sky 6. With each subsequent game, the previous gimmick and adventure packs become a total footnote. I wouldn't be surprised if vehicles became simple magic/bonus/stat boost items in future games. I doubt they can keep creating massive content-filled levels to support Skylanders riding in vehicles. Now I can swallow the thought of using a Trapmaster as essentially a core in future games and rendering $6 traps fairly useless, but plunking down big bucks for vehicles in Superchargers knowing Activision's track record of forgetting or minimizing the utility of prior gimmicks makes me hesitant in chasing down and collecting all the vehicles.
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#8 Posted: 03:32:10 22/06/2015
My advice - if any particular toy isn't worth the purchase in its matching game, don't buy it - no promises you'll be happy with it in future games.
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#9 Posted: 03:38:36 22/06/2015
Quote: mastermc54
I had brought this up in a post previously which got deleted for some reason....it was regarding the utility of vehicles in Sky 6. With each subsequent game, the previous gimmick and adventure packs become a total footnote. I wouldn't be surprised if vehicles became simple magic/bonus/stat boost items in future games. I doubt they can keep creating massive content-filled levels to support Skylanders riding in vehicles. Now I can swallow the thought of using a Trapmaster as essentially a core in future games and rendering $6 traps fairly useless, but plunking down big bucks for vehicles in Superchargers knowing Activision's track record of forgetting or minimizing the utility of prior gimmicks makes me hesitant in chasing down and collecting all the vehicles.


This is a concern for sure. Until Trap team the gimmick was exclusive to being a Skylander. Trap Team changed this formula by adding additional peripherals. Super Chargers is doing this with the vehicles. I am not hopeful that vehicles will be supported in future installments. Unlike traps, the vehicles actually break the normal flow of the game by having vehicle only zones and when your done with the vehicle zone your kicked out of the vehicle. So they'd need to support vehicles by having vehicle zones in future games. Not impossible but very unlikely. The one silver lining in this is that Swap Force holds up very well for replayability. I'm hoping the same will be said of Super Chargers. Who knows, maybe we lose against Kaos in Super Chargers and the entire universe resets and Sky 6 reboots the franchise...lol.
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#10 Posted: 05:31:13 22/06/2015
Trap Team requires at least 1 Giant and 1 Mini. For some areas.
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#11 Posted: 07:43:04 22/06/2015
Trap Team had Giants' boulders for them to throw.
They couldn't have anything for Swappers because they weren't anything """special""" outside of the Dual Elemental Gates or the SWAP Zones.

Vehicles will receive a downgrade next year, this has already been hinted in an interview to Lou from SkyDad.
I'm fine with it (not happy but fine) as long as they still do something relevant: they might supercharge their own pilots and make them stronger for a certain amoung of time or even have some online racing/battling features.

Trap Masters definitely need some extra features, something that would make them unique not only in SuperChargers but in all the future games.
Traptanium clusters would be a start but they should really allow them to deal more damages to bosses so we they would truly be special as characters.
Traptanium is the hardest material in the Skylands after all, right? smilie
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#12 Posted: 07:52:40 22/06/2015
I say...
Trap masters: Traptanium with special Mods inside of them.
Swap force: Swap force [Only] mods for Vechicles
Giants: HUGE mods for Vechicles
Eon's elite: Makes mods stronger
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#13 Posted: 09:59:03 22/06/2015
Quote: Muffin Man
The main selling point of Trap Masters was the fact that they were more effective against trappable villains than any other character. But now that trappable villains are gone, what's left to set them apart from any other skylander?


Giants will always be bigger and stronger than normal skylanders. Swap Force skylanders will always be able to swap around with eachother. Superchargers will always be able to supercharge their vehicle.


Trap Masters are the only gimmick Skylanders that will become totally obsolete outside of their introductory game. They will be the same as core Skylanders, except with cool looking weapons that do nothing special. Even lightcore skylanders are more special than they are, since they have a field-clearing attack when you put them on the portal (Honestly, I think it was a wasted opportunity not to make the Trap Masters into lightcores by default, since glowing crystal weapons would've been awesome, but I digress...).


But anyway, what do you think would be the best way to give Trap Masters something that sets them apart? Something that makes them more than just an extra expensive core Skylander?


In my opinion, they should give Trap Masters an ability that actually has to do with, you know, trapping. They're called Trap Masters, after all. So why not give them the ability to trap enemies inside their weapons and turn them into allies that they can send out to fight other enemies? I've seen characters with this kind of ability in other game (such as Epic Mickey), so I imagine it could work in this one.


Their weapons might have the power advantage they had with Trap Team, just because the trappable villains aren't there doesn't mean there's nothing left to fight.

The whole idea of the Traptanium weapons was to give them an advantage over all villains, as long as that's not changed nothing has been lost.
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#14 Posted: 10:26:13 22/06/2015
But that wouldn't make them much different from other powerhouses such as the Giants or other really strong Skylanders.

The need a tweak on that concept to truly make them unique.
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#15 Posted: 11:55:14 22/06/2015
Activision is trying to sell you new supercharger figures, not give you more reason to play with your old ones. We might see titanium crystals in unimportant places, but that is it I would guess. They don't want to make TT figures required, and then don't want to force you to switch characters all the time. Even if they make TT figures a little stronger or able to trap villains, that would give you incentive to purchase less superchargers...not what Activision wants to do.
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#16 Posted: 12:23:44 22/06/2015
I just think the BIG misstep was not allowinge vehicles in normal gameplay. Just make it so you can switch into using a vehicle like you did with traps. Then they can be played like skylanders in all future games...
Ugh....
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#17 Posted: 13:11:41 22/06/2015
Quote: Blink182Bouncer
I just think the BIG misstep was not allowinge vehicles in normal gameplay. Just make it so you can switch into using a vehicle like you did with traps. Then they can be played like skylanders in all future games...
Ugh....


Agree and an open world free roaming game would have worked perfectly with tha concept.

Regarding incentives to purchase SuperChargers... I don't think they really care about what we spend our money on as long as it is Skylanders related.
Trap Team's figures will still be around when SuperChargers will come out (we still have SA characters in stores) and vehicles are "required" to access all areas, so I don't think they should worry at all.

Plus Trap Masters would only offer a small/medium damage boost against special enemies, so nothing to worry about if you didn't own them.
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#18 Posted: 13:43:49 22/06/2015
Quote: Drek95
But that wouldn't make them much different from other powerhouses such as the Giants or other really strong Skylanders.

The need a tweak on that concept to truly make them unique.


True, but once we get a new game the older characters tend to just stay as they are.
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#19 Posted: 13:56:23 22/06/2015
Quote: Greeble
Quote: Drek95
But that wouldn't make them much different from other powerhouses such as the Giants or other really strong Skylanders.

The need a tweak on that concept to truly make them unique.


True, but once we get a new game the older characters tend to just stay as they are.


This is also true but think about it: up to Trap Team we had big and though Skylanders (the Giants) and characters able to combine themselves with others to get improved abilities (Swappers).
All pretty unique and didn't need any tweak to remain special.

Trap Masters aren't nothing more than strong and big Cores, even with Traptanium clusters to destroy.
They need to focus on the "stronger against more powerful enemies" idea, to me.
They could carry it forward, that way.
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#20 Posted: 14:05:22 22/06/2015
They do serve a new function: collecting dust with all of the previous skylanders who are now not in favor.
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#21 Posted: 14:25:02 22/06/2015
that train have left the station a long time ago i think.
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#22 Posted: 14:46:29 22/06/2015
Quote: TakeYourLemons
They do serve a new function: collecting dust with all of the previous skylanders who are now not in favor.


Nice try V.V. (or Activision) but that won't stop me from playing with my entire collection on D1. smilie
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#23 Posted: 14:51:45 22/06/2015
I've just had a thought about using the Giants with a vehicle.

Does it mean they will shrink down or the vehicles will grow to fit them?
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#24 Posted: 14:54:54 22/06/2015
Quote: Greeble
I've just had a thought about using the Giants with a vehicle.

Does it mean they will shrink down or the vehicles will grow to fit them?


I hope we'll see some hilarious animations such as Thumpback desperately holding on Stealth Elf's helicopter to avoid falling off or Tree Rex riding Hot Streak as if it was a toy car... But we'll most likely see them shrink down to fit the vehicles.

They did talk about creating a lot of different driving animations, so, who knows...
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#25 Posted: 16:17:44 22/06/2015
Quote: Drek95
Quote: Greeble
I've just had a thought about using the Giants with a vehicle.

Does it mean they will shrink down or the vehicles will grow to fit them?


I hope we'll see some hilarious animations such as Thumpback desperately holding on Stealth Elf's helicopter to avoid falling off or Tree Rex riding Hot Streak as if it was a toy car... But we'll most likely see them shrink down to fit the vehicles.

They did talk about creating a lot of different driving animations, so, who knows...


Now THAT would be worth the price of admission. What would be cool is if all of their bashing power could be used while holding onto the vehicles. smilie
Edited 1 time - Last edited at 16:18:42 22/06/2015 by TakeYourLemons
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#26 Posted: 17:49:58 22/06/2015
Quote: Blink182Bouncer
I just think the BIG misstep was not allowinge vehicles in normal gameplay. Just make it so you can switch into using a vehicle like you did with traps. Then they can be played like skylanders in all future games...
Ugh....

Just having the vehicles in normal gameplay was considered a waste, as that wouldn't showcase the full power and potential of the vehicles (paraphrasing Lou).

Could very well be that the "downgrade" in future installments is to make them playable in normal gameplay (most likely without modding), possibly the roles of pilot/vehicle would switch, making the vehicle unusable once its health bar empties, returning control to the pilot. Simple solution. Too bad Activision seems hellbent on avoiding simple solutions at all cost (such as putting different characters in the starter packs of two different games).
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#27 Posted: 18:32:49 22/06/2015 | Topic Creator
Quote: melvimbe
Activision is trying to sell you new supercharger figures, not give you more reason to play with your old ones. We might see titanium crystals in unimportant places, but that is it I would guess. They don't want to make TT figures required, and then don't want to force you to switch characters all the time. Even if they make TT figures a little stronger or able to trap villains, that would give you incentive to purchase less superchargers...not what Activision wants to do.


But it's not like everyone has every Trap Master (I sure don't), or even any at all, and there are tons of figures from older lines still on the shelves at stores. Don't they want kids to have a reason to buy older figures?
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#28 Posted: 03:08:22 23/06/2015
It has nothing to do with buying older figures. They don't want players with TT figures having little incentive to buy new figures. The idea that a customer who didn't buy a TT figure for TT, but will buy TT figures to play in SC is not very strong. Sure you could make TT figures do new tricks, but that would distract from SC figures, customers use there old figures or buy off the secondary market if they don't have old figures...resulting in poor sales. Poor sales means the franchise dies.

They have to be careful with keeping old characters relevant, IMO. Which seems to be what they've been doing.
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#29 Posted: 03:15:52 23/06/2015 | Topic Creator
Well, I'm not saying the Trap Masters should overshadow the new figures or that they should be required. Just give them a nifty ability of their own that they all share, and make it completely optional. Something that makes them more unique. Doesn't have to be anything major.
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#30 Posted: 08:21:06 23/06/2015
No way Trap Masters would overshadow SuperChargers because of a few extra features that wouldn't leave them as big Cores.

Did you see how much focus they put on both them and the vehicles?
They are literally the stars of this entry.
I finished my SA collection while I was also buying Giant's characters, and yet I was still really intrigued to try out the newer Skylanders.

The fact is, regular customers still wouldn't but all the exsisting characters because only a minority of them is made up of hardcore collectors, so they have to choose which characters they want to buy and by having a wider range of choices they may easily and up buying Trap Team characters AND SuperChargers' ones.
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#31 Posted: 09:31:22 23/06/2015
They should make Trap Master have a damage boost in SSC regardless of what enemies or what elemental zones they are in. Or maybe let each Trap Master unlock an exclusive Traptanium mod for each vehicle
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#32 Posted: 16:12:51 23/06/2015
I think what we may see from this point on is a second series in which the vehicles work. A racing game with regular installments that can lead to online play. Very much the way Mario Kart worked. The characters and vehicles would be put on the portal as opposed to selected from a menu. Then the supercharger skylanders would be playable in sky 6 and beyond as any other skylander is. We have a precedent set with the current race only games.
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#33 Posted: 16:56:02 23/06/2015
An idea popped in my head. If they ever get to the big one where the Skylanders have to taken on the Darkness, incorporate all of the gimmick Skylanders from the previous games. Unite them all to take on the main villain of all villains
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#34 Posted: 17:18:14 23/06/2015
This was my complaint when trap masters was announced last year. The same will apply for super chargers. The difference is that, unlike trap masters you don't have a slew of new cores to buy along with the superchargers. In my mind I will have 10 brand new cores that had special training or gear for this one mission. I can live with that much more easily than 18 (supposedly special) TMs + Cores + Minis...

I do hope they get back to gimmicks that will persist from game to game, rather than zone based gimmicks that die with the next release.
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#35 Posted: 20:50:54 23/06/2015 | Topic Creator
I think transferring the Superchargers gimmick into future installments should be pretty easy. Just make vehicles playable everywhere. Granted, you'd have to modify them so they work like Fryno's motorcycle, and water vehicles would need to act more like hovercrafts, but I think it'd be awesome.
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#36 Posted: 21:34:29 23/06/2015
That would actually be an improvement and I think Lou was hinting to a nerf rather than a buff.

I would love if vehicles could suoercharge their own pilots in future games, making them temporarily reach level 21 and granting them higher attack and defence values.
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#37 Posted: 23:40:41 23/06/2015 | Topic Creator
I think traps should've done the same thing for Trap Masters in this game. Imagine placing a trap on the portal and suddenly the Trap Master's weapon starts glowing and increases in power. That would've been cool.
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#38 Posted: 00:00:03 24/06/2015
And maybe gain an elemental effect according to the trap's Element.

Yep, would have been really cool but they might have done something similar with vehicles power ups.
We'll see...
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#39 Posted: 06:56:18 27/06/2015 | Topic Creator
You know what just occured to me as a really simple way to give Trap Masters a little extra somethin' to make them more unique?

Just bring Trap Attacks from the 3DS version of Trap Team over to Superchargers. I mean why the hell not?
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#40 Posted: 07:34:23 27/06/2015
Quote: Muffin Man
You know what just occured to me as a really simple way to give Trap Masters a little extra somethin' to make them more unique?

Just bring Trap Attacks from the 3DS version of Trap Team over to Superchargers. I mean why the hell not?


Yeah, actually... Why not?

Would be a great way to make them special.
Just make their weapons glow when they are ready and use the tag-team button to unleash those attacks.
Well thought Muffin Man. smilie
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#41 Posted: 14:02:36 27/06/2015
Trap masters deserve nothing there time to shine is over, you want to trap villains with your trap masters? Restart trap team, You want a special function in super chargers? Yeah right go watch cartoons in the mirror fool each gimmick lander is stuck being gutted and re tooled to something less impressive, next year the vehicles are going to be gutted and reduced to a crap magic item or if your lucky you can pilot the vehicle for 5 mins in game, why do you think they gave the vehicles moving parts? After this gimmick is used up they can double as cheap toys in a doctors office waiting room being sold for 2.99 at the good will
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#42 Posted: 14:14:17 27/06/2015
Except every type of Gimmicklander so far has been unique in the following games.

I've said it thousands of times: Giants are big, strong and can lift boulders, Swappers can swap, Trap Masters aren't unique if you take trappable villains and Traptanium away.

Traps and vehicles are items after all and fall in a different category, but Trap Masters are Skylanders, special Skylanders and they have to make them special somehow besides adding Traptanium clusters here and there.
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#43 Posted: 14:52:04 28/06/2015
When they came out with giants they had things only a giant can do and zones only swap forced could unlock in trap team there called trap masters but any ol skylander can trap a villain, so what's the point of having a trap team if spyro can trap, trap masters will always be the worst planned gimmick lander that will be neglected in every future game. It doesn't matter anymore each game carries on the tradition of dwarfing the previous gimmick for the next one, giants used to be able to pull islands closer and break through the floor now it's a rock here and there and if your lucky a few walls, swap force they ignore because you can't take away the swap ability with out pissing off players, sure trap masters are stronger against enemy's and can break traptanium shards it's not hard to imagine they will throw some traptanium in for nostalgia but as with each previous installment the previous gimmick will alway be overshadowed and possibly forgotten. trap masters deserve nothing special when older gimmicks got none
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#44 Posted: 15:41:47 28/06/2015
Quote: Muffin Man
Would they really remove vehicles next game? Half the figures in Superchargers are vehicles, and vehicles are the most expensive figures this time around. Cutting out the vehicles would be a huge misstep, I think.


Perhaps not cutting them out entirely, but I can see them having limited spaces for the "racing" challenges where you need a vehicle to go do the challenge. I would doubt the game would even really use them outside of it, unless they make the overworld very very large and allow you to travel around on vehicle. Considering the turn around for the game, at best they'll be stuck into special areas and at worst, they'll give you a dumb bonus if you put them on the portal.

As for Trap Masters, the lack of a light inside is a huge point; I'd have loved to see them have them, especially since they're already semi-translucent and a light would make them really interesting. I suppose putting them on the portal could make a huge amount of crystals come out of the ground and hit enemies a la the LCs, but...i dunno. Hopefully if we can get a hold of someone at Activision at Comic Con or something we can have someone ask.
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#45 Posted: 20:46:14 28/06/2015
I'd be happy if they keep the damage buff vs boss fights and could still smash the traptanium obstacles. Some mods based on traptanium would be fun too.

Locally the stock of figures in my areas kind of crazy. There's still tons of trap team figures floating around, and boxes and boxes of stock in the back of swap force figures. Not to mention the ones on the floor. With super chargers coming I have no idea where they're going to put this stuff. It would be nice for there to be some incentive to buy these older figures for the new game.
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#46 Posted: 07:33:24 29/06/2015
Damage boost against bosses
Or specific chest like sf had giant only chests
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#47 Posted: 22:30:37 29/06/2015
There might be nothing to do with them and they will probably be considered cores at this point.
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#48 Posted: 18:55:20 30/06/2015
And moreover i think the trap masters will be nerfed, i see it like a tradition between VV and Toy for Blob.
You love much more your real child not the adopted one smilie (yes, i am horrible)
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Marge: But I thought broccoli was...
Dr. Hibbert: Oh yes. One of the deadliest plants on earth. It tries to warn you itself with its terrible taste.
Muffin Man Platinum Sparx Gems: 5583
#49 Posted: 18:00:03 01/07/2015 | Topic Creator
I sure as heck hope they aren't nerfed. If nothing else their fancy crystal weapons should at least be powerful, even if they have no special gimmicks.
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Boop me if you see this.
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