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Dungeon Defenders II game Status:
Buff Beam does not buff above itself.
Place a trap or tower on any elevation other than the one that one of the buff beam ends are on, and they wont be buffed.
Example... put an explosive trap at the bottom half of some stairs. The range is visibly going down the stairs, and out at the bottom. But put a buff beam on that bottom piece... and it wont do anything. The buff beam can be hanging 2 "feet" over the trap visual... but it wont do anything. The trap will only buff, if the "eye" of the trap is touching the same level of ground that one of the buff beam ends on. Its extremely frustrating. Fix please.
Same thing happens on certain maps where you place turrets on tree trunks, or walls. The turret can be TOUCHING the purple beam. But if it's not on the same ground that the buff beam ends are on... it wont buff.
Not sure why you're having issues with physical towers (the TBB is essentially a line-AOE, just like the proton beam, so placement on the ground shouldn't matter as long as it's in the effect range), but the other problem is actually with the traps themselves. With the exception of EST (and maybe Darkness, haven't tested it), traps have almost 0 vertical range, and they base their elevation off the center circle. It's really easy to see if you place a trap by the forge in Alch Labs so it's covering the walkways - nothing will trigger it.
---Unless you're complaining that the TBB doesn't have infinite vertical range, in which case... why the hell would it?