[Thief] Traps (buff idea)

[Thief] Traps (buff idea)

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Idea is simple. Either,

  • Increase the number of targets a trap can be triggered against. Say 3 (On Needle Trap, Tripwire).
    or
  • Improve Master Trapper: reduces trap cooldowns by 20%, and increases number of “trips” from zero to 5 (On Needle Trap, Tripwire).

Reason being this would add some support utility to a thief operating in a zerg. Taking Needle Trap as an example. The Thief could stealth into an enemy zerg from the flank after a push, lay a trap, and catch 5 members of the tail with immobilize. This would create an opening for an organized force to turn around and destroy them.

Tripwire would work well in the same way but on an enemy push (in that sweet moment before stability is called).

[Thief] Traps (buff idea)

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Posted by: Pwent.2639

Pwent.2639

Ross, again you said something smart and it went unnoticed. sshhh this is not a bump.

Ida

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Posted by: Splatter Paw.7238

Splatter Paw.7238

Actually a good idea, and a simple one to. As a thief main id definitely play around with implementing them. As they are they just being nothing to the table.

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Posted by: stinkypants.8419

stinkypants.8419

It is truly ridiculous that Traps are single target and have such a large cooldown. I’d be happy with a cooldown reduction or AoE effects… or both!

(Alvyn | Crystal Desert )

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Posted by: Ross Biddle.2367

Ross Biddle.2367

If you wanted to go REALLY crazy and make traps favorable, throw in a trait that strips stability and/or boons on tripping a trap. Maybe different traps focus certain boons.

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Posted by: Sir Vincent III.1286

Sir Vincent III.1286

Traps are, logically speaking, a one-time use device. To make it viable is to add a lingering effect like they did to Viper’s Trap (poison field) for Rangers.

So a Trip Wire, for example, will create an Oil Slick field for like 3s that makes players get knocked down once the trap is triggered.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

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Posted by: Tachii.3506

Tachii.3506

Once triggered, it should have a short visible AoE effect. Pls. Or at least make it a trait that enables that effect.

SBI – Thief and the occasional Guardian & Warrior.

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Posted by: Cynz.9437

Cynz.9437

tbh i think traps need complete rework and be something like ranger/necro/ele aoe with team support and utility

traps take utility slots, they should be worth taking them over mandatory refuge and shs

All is Vain~
[Teef] guild :>

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Posted by: DanSH.6143

DanSH.6143

I like the idea of improving thief’s traps. They pretty useless atm.

Griften