Sorry, but the traps in the secret tunnels are still MAJORLY unfun. If anything, they are worse. You can still sneak past them to avoid setting them off, which makes no sense because if I'm sneaking into an enemy base, they wouldn't harm me. Most enemies will sneak in if they find a secret entrance, so sneaking to avoid a defense is illogical. The defense would only work on idiot enemies. Besides this, there appears to be no other way to disable them except to shoot them repeatedly. This also makes no sense to me, since arrows against stone do very little damage. When they are destroyed, the explode into a huge massive number of boulders that fly everywhere, also very illogical. Their range has INCREASED, so they are even more deadly and difficult to disable.
So now that I've given my negatives, let me just say that the concept is fun. I like the idea of these statues that hurl fire at unsuspecting victims. I like that they glow blue at first and then red when launching attacks. I just think that there should be some other trigger mechanisms or puzzle that players should be able to do to disarm them and/or they should be able to get close enough to use their Disarm Kit to disable them. By this, I mean, they should be able to somehow maneuver around behind them or something to deactivate them or to some sort of panel or something that could do the trick. So either a disarming puzzle or the ability to use a Disarm Kit (or both) on a control panel or something.
Also, I am finding this area to be a bit glitchy. Enemies triggered when I came near, but then the dialogue continued without me. Next thing I knew, my Dire Raven was selected outside of dialogue and when I switched back to my MC, the dialogue was mostly over already.
Oh, and until High Ground Advantage goes bye bye, I'll probably mention it in just about every post. It still makes combat difficult. The goblins on the high ground in this battle weren't super tough or anything, but it was annoying that I couldn't hit them. Each time I tried to shoot them, 36% chance of success because they had high ground advantage. 36%? Come on! I'd rather have more goblins to fight in this scene to make it more challenging than to have high ground advantage to try to make the fight more difficult. I LOVE slaughtering massive numbers of enemies with my heroes. Makes me feel like my heroes are truly heroic. So I'd seriously rather have twice the number of goblins here than high ground advantage to make the fight challenging.