How long does an un-activated Spike Trap remain on the ground ready to be triggered, and does it depand on anything other than just duration?
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There's no maximum length as to how long it remains there, so as long as the game instance is available or maybe when you change acts/zones. You can only have a maximum of three, however. |
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Just checked and an un-activated Spike Trap can last up to 30 seconds. Leaving the dungeon (either transitioning a floor or teleporting out with a town portal / waypoint) will cause the Spike Trap to disappear. Laying the 4th (or 7th, with Bandolier) trap will immediately make the oldest one disappear. |
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