Preemtive TL;DR — I propose that Trap Potency be modified to boost direct damage in addition to condition duration, but to reduce the boost amount to +75% instead of the current +100%. I also propose to add a new Utility skill, a trap, that is based on direct damage rather than condition damage, and has Knockdown, but no combo field. The intention is to make a viable option for Ranger Power/Crit to be capable of ranged AoE damage if they wish to, while maintaining balance (insofar as the game is currently balanced), and with minimal impact on the potential of the current Conditions Trapper builds. Adding the new Utility skill to the Ranger class would justify adding one new Utility skill to each of the other classes, but I have no proposal for that aspect. Reasoning behind the proposal, and details of possible implementation and game impact are given in the long version below.
It is well known at this point that one particularly effective and viable Ranger build has been the Condition Trapper. This is improved now that Rangers have the option of their own Blast Finisher to interact with trap combo fields. The thing that has always bothered me about it, however, is that the damage traps (Flame, Viper’s, Spike) are all considerably more powerful for a Condition Damage build than for a Power/Crit build, to the extent that a Condition Damage build will deal roughly twice as much damage with traps as a Power/Crit build would (assuming both are geared glass cannon). This is even more the case due to the effects of Trap Potency, because that trait increases the Condition Duration from traps by +100% of base, but does not modify direct damage except to speed up recharge rate.
This isn’t wholly unexpected. The nature and names of the traps are suggestive that they would be primarily condition based attack skills. Even in GW1 the traps were predominantly condition damage skills. The problem is that this limits the ranger’s viable build options for AoE damage, if that is the direction the player wants to go. For high AoE damage output we can go melee with Greatsword with a Power/Crit build, or we can try to go Longbow and use Barrage, but that being only one skill and with a long cooldown isn’t exactly powerful for sustained AoE (plus the retaliation issue), or we can take Condition Trapper. If a player wants to use Ranger because they like the flavor of the class, and they want to remain ranged because they don’t like melee play style, but they still want effective AoE damage output (not spectacular necessarily, but acceptably decent), then that really only leaves them with the Condition Trapper as a build choice.
What I would like to see is an increase to the viarety of viable builds for a Ranger that wants to be able to do AoE at range. Again, I’m not talking about OP AoE, I’m only talking about moderate AoE for build variety. Following are a couple of suggestions that I think could work to make that happen.
First, Trap Potency should be modified to increase direct damage in addition to condition duration. Along with this I propose reducing both benefits down to +75% instead of +100%. Frost Trap Cill would, for example have a duration of only 1.75 seconds instead of 2 seconds.
My second suggestion would be to add a new Utility skill, a trap, that is predominantly direct damage rather than condition, plus a Knockdown effect. Let’s say we call this new skill something like “Concussion Trap”, “Sonic Trap”, or “Seismic Trap” (I don’t really like those names, but they reflect the direction I’m thinking). This new trap would deal 3 ticks of direct damage, with a Knockdown on the last tick (last tick instead of first to prevent the knockdown from causing victims to automatically suffer all three damage pulses). Direct damage per pulse from the trap would be a bludgeoning/blunt force sort of damage, so no damage contition such as bleed is conceptually justified, but the knockdown is justified. The trap would have standard trap range and radius, 20 second cooldown, no combo field (none are conceptually justified, and Rangers would have to choose to take the trade-off of direct damage and knockdown in place of a combo field), damage per pulse of perhaps 188 base (level 80, 916 Power) and untraited, and Knockdown duration of 2 seconds (this is the average duration for currently existant knockdown effects).
So let’s look at some numbers for basic trap skills, and please note that these are not completely exact. I have tried to use reasonably valid numbers and calculations, but there are some minor approximations. My goal is not to give a fully exact breakdown, but instead to give a close approximation in order to show a general relative view of the possibilities.