[Thief] Traps (buff idea)
Ross, again you said something smart and it went unnoticed. sshhh this is not a bump.
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.
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!
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.
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.
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.
Once triggered, it should have a short visible AoE effect. Pls. Or at least make it a trait that enables that effect.
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
[Teef] guild :>
I like the idea of improving thief’s traps. They pretty useless atm.