Are ranger traps getting boost?
If i remember from the Ready Up Core Specializations video, they said something about making ranger traps a little bit more powerful, but with a small wind up / charge time when you lay the trap.
but wouldnt a charge time on it give enemies time to get out the trap before it pops? that would be a nerf…
but wouldnt a charge time on it give enemies time to get out the trap before it pops? that would be a nerf…
Not if in exchange things like damage and cooldown time are buffed.
but wouldnt a charge time on it give enemies time to get out the trap before it pops? that would be a nerf…
Not if in exchange things like damage and cooldown time are buffed.
again thats meaningless if people can just walk out of it…
I feel as though thief traps are better than ranger traps. I could potentially use the Shadow Trap in Legacy of the Foefire. I’d never use a ranger trap.
(edited by Eponet.4829)
but wouldnt a charge time on it give enemies time to get out the trap before it pops? that would be a nerf…
Not if in exchange things like damage and cooldown time are buffed.
again thats meaningless if people can just walk out of it…
Did you watch the Ready Up at all? All traps have a half-second arm time, including the Guardians. It makes the traps more like traps and less like grenades and spells which is what they want.
but wouldnt a charge time on it give enemies time to get out the trap before it pops? that would be a nerf…
I believe that they said it would have the charge up time when you lay the trap, not when it activates. They specifically said that they didn’t want traps to be like grenades, but something that you place ahead of time and fight around.
If you place the trap, and then the enemy walks onto it later, it’ll be instant. If you place the trap on top of an enemy, and it triggers because you put it on top of them, it’ll have the charge up time.
With all traps gaining the half second arm time what was already a poorly regarded and likely objectively weak set of utilities gets a little worse.
Its possible they see that as fair trade for making ground targeted placement a freebie, but I’d like to think we’re going to see a major jump in the impact of all traps when they work. There is a lot higher skill cap involved in their placement and use than many skills, and that effort should be rewarded proportionately.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
In my opinion traps are something that you put in silence. You make your own battle area and when you use traps you are less of a direct fighter but more tactical.
If you want direct fighting then Traps aren’t for you.
Yeah right after they buff necro wells to compete with the new mesmer… lol…
but wouldnt a charge time on it give enemies time to get out the trap before it pops? that would be a nerf…
Not if in exchange things like damage and cooldown time are buffed.
again thats meaningless if people can just walk out of it…
You can’t have strong skills without any counterplay at all, that’s just asking for them to be nerfed and made useless.
By adding more counterplay mechanics, Anet can then increase their power at a lower risk of making them OP.
I feel as though traps should work similarly to mesmer mantras.
Not the fact that you have to channel them, but rather the charges.
It’d be really cool if ranger traps had, for example, 3 charges each. Each charge has it’s own individual cooldown, and you could either set them up all at one ontop of each other, spread them out to cover a wide area, or save them and use them sparingly over time.
they said they’d rework ranger traps based on adding the 1/2 sec arming time.
doubtful they’ll be as dmg (& cooldown) heavy as guard traps…but hopefully will at least front load damage.
keep the cooldowns short, and frontload the damage/condi stacks
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