Why quicksilvers need to be supercharged by shock traps, but any other monster gets unaffected by any type of trap.
Elemental hazards and quicksilvers
Most mob attacks are friendly-fire disabled. (Mecha Knights and Lumbers are notable exceptions.) Lumbers can stun other monsters but cannot directly deal damage to them (a Lumber cannot finish off another monster at 1HP: tested in the final tutorial stage before Haven). The Lumbers themselves are immune to friendly fire and environmental hazards, including explosive boxes.
Oilers and Quicksilvers are affected by environment hazards because it heals them, and slimes are too simple and easy otherwise.
You know what sucks? Entering a danger room filled with quicksilvers, armed with a kilowatt pulsar, a barbarous thorn, and a divine avenger. :(
Ice cubes melt when they go over fire grates. Good luck finding fire grates and ice cubes together though, only seen it happen once.
A melted Ice Cube will also refreeze if it goes over a freeze trap.
Most elemental jellies have some special effect when in contact with certain elements.
I think is a nice add and makes the game more unpredictable.
If elements on the map "damaged" the enemies the game would be too easy, you would just lure them to be killed by the spikes or the fire tramps.
Except trojans can kill anything near them. :D
Luckily they nerfed the elemental jellies before letting traps set them off. The previous version of oilers + fire traps would have been death by one giant fire. I like the new versions better.
I think oilers would be affected by fire traps. And it's because not all monsters are elemental based. You will also note that not all monster attacks affect all monsters.... Lumbers can stun anything, but jelly's don't hurt gremlins etc.