I was thinking whether or not travel related utility skills will trivialize late game exploration too much. What do you think about rare but present special traps designed specifically to trigger while using such skills (like levitate)?
And going even further what about traps that trigger when using specific type of ability: lets say arcane trap that triggers when any kind of healing is being cast? And arcane traps (glyphs) could be neutralized by either rogue or wizard (dispel) ?
That's already being discussed in this thread.
https://seforums.pantheonmmo.com/content/forums/topic/7052/puzzles-traps-and-hidden-things
I think it could work based on type of ability used. Where players get into a situation where it becomes difficult not to use a certain type of ability. Not using will not spring the trap, but increases their chance to whipe. So it would be a matter of timing to use that ability and accepting the trap activating.
This becomes more about strategic planning, communication, cooperation and environmental awareness.
Players not aware of this trap being linked to an ability will need to figure it out. Based on the description of the trap or perception.
If players should be able to disarm such a trap..I prefer they couldn't. Because it still means that they need to time and live in the moment, there still is that "unknown" element to it. Where in case you can disarm it well, it all becomes pretty straight forward and really more a low impact experience (drag?). There are plenty of other opportunities for unique class utilities.
I would not use skills because that's too specific and can more easily be bypassed and it might cause for groups to not invite players with that skill into their group for that situation.