I like some of the ideas, and some don't make sense on their own, so let's try to take it forward with something workable..
Beg to differ slightly. Technically, a Confused Unit under this new idea is a fully functional unit once it encounters Enemies. It simply doesn't 'progress' to Call To Arms, etc. Keeper battles occur theoretically defensively or offensively - practically though, they almost always happen along the "borders", where both Keepers can drop their creatures into battle. Therefore, being able to pick up a "Confused" Creature doesn't make the creature useless, it makes the Trap useless - the Creature simply is dropped back into where the battle is.The drawback in picking up the confused Unit would be that they're separated from the main group and therefore become useless to them.
This sounds fun, except the deactivating nearby traps is a bit extreme. It would also be circumvented by putting a Word of Power Trap adjacent, and blasting the enemy creatures onto other Confusion Traps, each 1 square apart from each other. The trap effect itself could be very powerful or very weak, depending on which creature is affected.Here's My Suggestion:
It causes a confuse status effect which effects only the first Creature to step on the Trap. Said Creature will then act like a Neutral Hostile, attacking both enemies and allies. The effect lasts for ~5 seconds and when the Trap is triggered, it deactivates all neighboring Confusion Traps. (To prevent Confusion Trap spam) Recharge Time could be ~20 seconds and it would use a good amount of Mana to both maintain and also to cast.
AoE Mass Neutral Hostile sounds OP to me, even if its just one charge. The damage effect is almost uncapped, so I'd have to disagree with this one.One other idea would be to make it have a single shot so once it goes off, it never goes off again. (Like the Boulder Trap) If you do that, though, then perhaps decrease the Mana Cost or possibly increase the effect time. (No more than 10 Seconds though)
At this point, maybe its worth considering Tomha's note...
Like MGR, I'm no fan of random effects, but we could make it very practicable and simple - an AoE -30% Accuracy -30% Defence lasting for say, 30 seconds to 1 minute, that CANNOT be stacked (making multiple traps meaningless). The "Confusion" effect stays and the creature mills around aimlessly for XX seconds (again, making multiple traps meaningless, as it will trigger off more traps nearby that doesn't stack debuff, only extends the Confusion time), though if it sees an enemy it will still attack the enemy.Maybe I could edit it to where instead of being a Confusion Trap, it has nothing but Debuffs. Like when the enemy triggers it, instead of having a possibility of being a Buff, All the listed effects are different kinds of debuffs, also remove the chance of the trap failing.
Do you guys think a Random Debuffer Idea would be better then the Confusion Trap Idea? (It'd be random like the Confusion Trap but all the results will be different kinds of debuffs so it'd be more reliable. I'd probably have to disable the friendly fire feature for the alternate version.)
Taking MGR's suggestion, if picked up and dropped it will still engage the enemy, but with a -30% Accuracy and -30% Defence it should still be worth setting the trap.
So who is affected? If its an AoE Cloud, I suggest once per charge, same as Boulder Trap.
If its a single target, I suggest a 5 second recharge time (its pretty tame now, be meaningless and gain a debuff) similar to a Lightning Trap but with less charges, say 5 charges.
Note that a single-target Trap is possibly more useful, because it separates invading Heroes, breaking them up, whereas a Cloud-type Trap that makes them all mill aimlessly can make separate Heroes JOIN UP, since they all get stuck at the area until the Cloud disperses.
This can make a trap with some usefulness and also some uselessness.