[Teef] guild :>
Thief traps
I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.
someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)
its something!
and the engineer thing about explosions affecting himself would be too op u know..
I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.
but that was the logic anet followed: something is underused, let’s slap hardcounter effect on it
someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)
its something!
and the engineer thing about explosions affecting himself would be too op u know..
that trapper build may work in wvw duels but that’s about it
and engi putting thief into 6 sec revealed is not OP~
[Teef] guild :>
I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.
but that was the logic anet followed: something is underused, let’s slap hardcounter effect on it
someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)
its something!
and the engineer thing about explosions affecting himself would be too op u know..
that trapper build may work in wvw duels but that’s about it
and engi putting thief into 6 sec revealed is not OP~
the engi sacrifices too much for that 6 sec unrevealed
Please say zerker glassy thief and not thief in general. There are ways to handle 6 secs of revealed on a non-glassy d/p trickery spec…some even take advantage….
The Dhuumfire thread
I’d much rather have traps removed for something else. Also why are we suggesting any “hard” counters towards anyone? We should be advocating their removal not expand on them.
break. I feel like they should be back by now..”
I’d much rather have traps removed for something else…
I second this. Give the traps to rangers (more) if you so want to keep them in the game.
I’d much rather have traps removed for something else…
I second this. Give the traps to rangers (more) if you so want to keep them in the game.
How about no? Trap p/d was born of those runes I oppose!!!!!
The Dhuumfire thread
lol…..and this changes nothing. I’d rather see something more useful for thief like more Initiative gain, or more % damage amplifiers when triggered, stuff that will make them interesting to play.
Redgen Furyblaze – Charr Guardian – [SHD]Shade Warband – Tarnished Coast
Lerious Warhowl – Charr Warrior – [SHD] Shade Warband – Tarnished Coast
I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.
but that was the logic anet followed: something is underused, let’s slap hardcounter effect on it
someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)
its something!
and the engineer thing about explosions affecting himself would be too op u know..
that trapper build may work in wvw duels but that’s about it
and engi putting thief into 6 sec revealed is not OP~the engi sacrifices too much for that 6 sec unrevealed
and thief wouldn’t if he took traps?
[Teef] guild :>
I don’t even know where to begin to describe what’s all wrong in this post, there’s just so much wrong with it, but let me give the most important reason: skills that are completely useless depending on what class you fight are a no go in this game. Or are you actually implying that it has those on top of their current effects? Because then you get overpowered skills and that is also not a good idea.
but that was the logic anet followed: something is underused, let’s slap hardcounter effect on it
someone on reddit made an awesome condi build(ye condi) w traps and trapper runes, and it worked pretty well(yes condi ik, still)
its something!
and the engineer thing about explosions affecting himself would be too op u know..
that trapper build may work in wvw duels but that’s about it
and engi putting thief into 6 sec revealed is not OP~the engi sacrifices too much for that 6 sec unrevealed
and thief wouldn’t if he took traps?
not as much as the thief does, i am someone who plays everything , not just engi, i play tiff either
each utility slot is as much if not more precious as a weapon for the engi, not just a single utility due to their class mechanic, most ppl even sacrifice any stunbreaks, cause they just cant take them into their build
engi without kits is unplayable (pvp or small scale roaming (thats what i do most)) idk about other gamemodes
thats also the reason why condi removal of engis is so weak
lol…..and this changes nothing. I’d rather see something more useful for thief like more Initiative gain, or more % damage amplifiers when triggered, stuff that will make them interesting to play.
Condi d/d is weak,perplexity got boring at least there is a reason to even consider traps,stop thinking power condi specs exist as well.
Too much power variations of thief around…
The Dhuumfire thread
(edited by Sagat.3285)
I would suggest following changes.
- trap should apply debuff on guards causing them unable to use blocks or gain aegis for 10 sec
Wouldn’t even scratch the surface on changed the battle. I would still destroy you with my guardian. I am not saying I would destroy thiefs in general. Just anything who thinks i need aegis to do it.
- traps should apply debuff on engineer forcing engineer turrets attack the engi and not his enemy for 6 sec and
Sure, as long as revealed makes all of your traps effect you, instead of the engineer. That is the equivalent of what you are asking. But sure, so few engineers use turrets, that no one will care, not to mention, I would simply stealth on my engineer and and laugh as I make a thief like escape.
his grenades affect engineer as well
We already have this, it is called confusion.
I’d much rather have traps removed for something else…
I second this. Give the traps to rangers (more) if you so want to keep them in the game.
How about no? Trap p/d was born of those runes I oppose!!!!!
The only reason these runes exist were to give rangers another thing to be excitied for, thief was just the fortunately in the crossfire and received the same treatment similar to the dagger aa hitting 2 targets now that necro got.
Thief traps still suck, and have no place in the thief kit. Thief is about reacting and adapting quickly, not sitting around a bunch of trigger effects waiting for someone to put mediocre debuffs on themselves. If I wanted that I’d play engineer turrets or minion mancer with staf or better yet, ranger trapper whose traps actually have results…
break. I feel like they should be back by now..”
but NinjaEd the runes a not bad vor fun build with thief
and engi putting thief into 6 sec revealed is not OP~
engineer builds are 3 kits or 2 kits+rocket boots, or turrets.
no one is actually taking goggles lol.
Celestial Avatar is like an old man: Takes forever to get up and is spent in 4 seconds
and engi putting thief into 6 sec revealed is not OP~
No, not really.
I’d much rather have traps removed for something else…
I second this. Give the traps to rangers (more) if you so want to keep them in the game.
How about no? Trap p/d was born of those runes I oppose!!!!!
The only reason these runes exist were to give rangers another thing to be excitied for, thief was just the fortunately in the crossfire and received the same treatment similar to the dagger aa hitting 2 targets now that necro got.
Thief traps still suck, and have no place in the thief kit. Thief is about reacting and adapting quickly, not sitting around a bunch of trigger effects waiting for someone to put mediocre debuffs on themselves. If I wanted that I’d play engineer turrets or minion mancer with staf or better yet, ranger trapper whose traps actually have results…
Assasin if you play trap thief like trap ranger uninstall p/d is not the same as d/p.
Edit: It is kind of sad that we are using traps because of a runes but I can’t compare the playstyle to MM or turrets wich are only viable in conquest or even ranger traps which messes up the stealth bonus and the spec not being a reliable one either lol. While thief has stealth traits all around and p/d is know for it’s lack of mobility lol the effect was greater on thief than ranger,assasin.
The Dhuumfire thread
(edited by Sagat.3285)