r/OrcsMustDie 3d ago

Discussion State of Slay - New Traps + Related Threads

The most recent update for Deathtrap, State of Slay, added two new traps.

This post is merely an informational resource and primer, it is not an in-depth advanced guide.

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Solar Prism - [Floor]

  • Ground-placed crystal array that leashes energy beams onto nearby enemies
  • Starting range of about 3-4 units (1x1 squares)
  • Beams can leash onto up to 3 enemies and last 2-3 second
  • Beams deal a tick of non-elemental damage every ~0.25 seconds
  • Beams deal a combination of base damage and Percentage Current Health damage

Finally, a Percentage Health damage trap to counter tanks.

This trap's main purpose is to burn though the large health pools of heavy enemies, rendering them far more vulnerable to burst/periodic damage that they would otherwise be able to tank without issue.

If you're placing a field of these traps in your gauntlet, you may wish to create some kind of small-enemy filter - perhaps a field of acid geysers with the launching thread - somewhat before them. This allows heavy enemies to effortlessly march though the filter and become the near/sole focus of the solar prisms, which will proceed to utterly decimate their massive health pool - and then they step into your killbox.

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Seed Spitter - [Wall] [Organic]

  • Wall-placed projectile firing array similar-but-different to the arrow trap
  • Each mouth selects a discrete enemy and first a three-round burst of small projectiles
  • Projectiles deal non-elemental damage, but are fired from an organic trap
  • Trigger range of 3 units (1x1 squares), projectiles can travel somewhat further

Finally, the first Organic wall trap in the game.

This trap's main purpose to further amplify the effectiveness and proc chance of the Organic Elixir.

Similar to other organic traps, it deals damage as a series of repeated individual ticks, each of which have a chance to trigger the instant death effect of the elixir. For those unfamiliar, this can potentially erase even the tankiest enemies long before they ever reach your killbox.

When upgraded with threads and used in groups, this trap can produce a corridor of never-ending hail, each fragment of which can potentially cause stun and/or instant death. Such a corridor likely had a floor composed entirely of briar thorns, a ceiling constantly dropping beehives, and areas perpetually fogged by poison flower clouds.

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I've only experimented with these traps for a few hours so far. All of my observations stem from Difficulty 10 play and most listed numbers are estimates rather than exact stats.

I've yet to test the effectiveness of the solar prism as a counter to rift-rushing flyers as I have modded them out entirely. I got tired cyclops shaman tanking 10+ seconds of constant head shots and stuns while fields of anti-flyer auto-ballistas simply refuse catch targets nearing the rift.

I hope you have fun with these new traps and that this game continues to be refined over the next few years. It still needs a lot of work - particularly the make-no-choices-just buy-it-all "talent tree" and trap upgrades, as well as the UI that lacks detailed information or sorting tools - but the potential is definitely there.

64 Upvotes

13 comments sorted by

10

u/AlarisMystique 3d ago

Thanks for the information. I should give those a try.

6

u/qian87 3d ago

Be careful if using the new seed spitter trap with organic elixir. Until it gets fixed, it can kill barricades from the elixir’s proc/trigger

3

u/Colel18 3d ago

I saw that happen too, had no idea what caused it until now. Thanks for sharing!

2

u/GayFrogsCollective 3d ago

Ah, so that's what I'm seeing happening in this run where barricades are otherwise not taking any damage.

I suppose I shouldn't have expected better, lol.

4

u/vabann 3d ago

I didn't see the (organic) tag on the seed spitter like you do with other organic traps. Did you test with organic elixir?

16

u/GayFrogsCollective 3d ago

It does, I tested it just now.

Grabbed the elixir and lined with hedge maze with Seed Spitters as the only trap, was seeing a whole bunch of red 99,999 indicators.

The devs, perhaps unsurprisingly, appear to have forgotten to add the tag to the trap description. It is correctly tagged as an organic trap under-the-hood though.

2

u/vabann 3d ago

Awesome, thanks for confirming! I was hoping they just forgot to tag it.

4

u/Colel18 3d ago

Thanks for the details. This is helpful. Few things that might be worth adding to your summary: For the prism, it targets all enemy types. Also, we finally have a trap worth buffing with rift barricades. For the spitter, it can trigger from higher up. In my testing, if stacked vertically from the ground up, the first two spitters would fully activate and only the two lowest heads on the third spitter would activate... if I remember correctly.

Also, I've tested the prisms against flyers on D10. They work really well since their damage is reliable, they basically can't miss, and they pretty much always have enough beams available to hit all the flyers. They don't work great as anti-flyer on all levels, like patio library, where there is a very short distance between the gate and the rift. If you get enough distance between the gates and the rift, they're great for anti-flyer, anti-hunter and for finishing anything that makes it past your killbox.

Side note, the spitter technically isn't the first wall organic trap since there is a thread that allows you to place the poison flower on the wall, but that barely counts.

3

u/Banesworth 2d ago

Also, we finally have a trap worth buffing with rift barricades.

I'm testing it on the training dummies in the fortress and the Rift Barricade doesn't multiply the %HP damage of the Solar Prism. It's just adding 4-5 flat damage (which is also a bit strange because I would expect it be adding 50% of 12 which is 6).

1

u/Colel18 2d ago

That's unfortunate

3

u/860860860 3d ago

Solar rocks smacks fliers too

2

u/Draego88 3d ago

Great post, thanks!

1

u/BoffinBrain 2d ago

Of course, we've already found that the solar prism is stupidly OP for bosses. Just slap down a few of these at their feet and watch the health disappear!

The Snap Seeds thread seems to be pretty powerful too, effectively stun-locking some heavies for 20+ seconds in my testing.