SUGGESTION: Change to "Traps" mechanics

SUGGESTION: Change to "Traps" mechanics

in Guild Wars 2: Heart of Thorns

Posted by: Knighthonor.4061

Knighthonor.4061

There was talk about changes to Traps.

Well I had a neat idea. What if once traps are placed, the skill bar changes to allow for active triggering of traps?

whats your thoughts on this?

SUGGESTION: Change to "Traps" mechanics

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Posted by: Shalloe.4867

Shalloe.4867

traps would then need triggering which would be a lot of effort watching every trap to active them when needed for the benefit of maybe delaying them for a bigger group?

think it would be too complicated for the average player to manage

SUGGESTION: Change to "Traps" mechanics

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Posted by: Sagat.3285

Sagat.3285

think it would be too complicated for the average player to manage

We need to get rid of that mentality in all modes.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

SUGGESTION: Change to "Traps" mechanics

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Posted by: Genesis.8572

Genesis.8572

Actually, what if traps were what replaced the virtues, and the jumping and such were turned into skills?

Will Hawkins (Human Guardian)
Feryl Grimsteel (Charr Engineer)
Tarnished Coast

SUGGESTION: Change to "Traps" mechanics

in Guild Wars 2: Heart of Thorns

Posted by: TheDaiBish.9735

TheDaiBish.9735

As someone that doesn’t play a Ranger or Thief, could somone point out why you’d want to activate the trap manually? Does the cooldown start after the trap is activated or something?

Life is a journey.
Time is a river.
The door is ajar.

SUGGESTION: Change to "Traps" mechanics

in Guild Wars 2: Heart of Thorns

Posted by: Sagat.3285

Sagat.3285

As someone that doesn’t play a Ranger or Thief, could somone point out why you’d want to activate the trap manually? Does the cooldown start after the trap is activated or something?

They don’t. Pros I see is setting more enemies in them instead of 1 foes triggers it rest doesn’t get hit that would go better for thief traps because they are not really linear and don’t “pulse”,it would make Trapper Runes easier to use,it could possibly create more strategic placements.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

SUGGESTION: Change to "Traps" mechanics

in Guild Wars 2: Heart of Thorns

Posted by: TheDaiBish.9735

TheDaiBish.9735

As someone that doesn’t play a Ranger or Thief, could somone point out why you’d want to activate the trap manually? Does the cooldown start after the trap is activated or something?

They don’t. Pros I see is setting more enemies in them instead of 1 foes triggers it rest doesn’t get hit that would go better for thief traps because they are not really linear and don’t “pulse”,it would make Trapper Runes easier to use,it could possibly create more strategic placements.

1) Wouldn’t that also then require the traps to be modified firther to not go off when an enemy walkes over them?

2) How would it help Trapper rune use? Isn’t the super speed and stealth when you’re laying the trap as opposed to it going off?

Life is a journey.
Time is a river.
The door is ajar.

SUGGESTION: Change to "Traps" mechanics

in Guild Wars 2: Heart of Thorns

Posted by: Sagat.3285

Sagat.3285

As someone that doesn’t play a Ranger or Thief, could somone point out why you’d want to activate the trap manually? Does the cooldown start after the trap is activated or something?

They don’t. Pros I see is setting more enemies in them instead of 1 foes triggers it rest doesn’t get hit that would go better for thief traps because they are not really linear and don’t “pulse”,it would make Trapper Runes easier to use,it could possibly create more strategic placements.

1) Wouldn’t that also then require the traps to be modified firther to not go off when an enemy walkes over them?

2) How would it help Trapper rune use? Isn’t the super speed and stealth when you’re laying the trap as opposed to it going off?

1)Yes

2) They trigger on activation but ranger traps keep pulses so you don’t want to lay them on foes(lol) on thief due to linear form the you have to place them by your foes’ sides or do a 90 degree and place it in front of them,misplacement will reveal you. Guardian will have same problem as ranger. You could actually attract them to it instead of laying at their sight or risking to get in melee range.

“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
The Dhuumfire thread

SUGGESTION: Change to "Traps" mechanics

in Guild Wars 2: Heart of Thorns

Posted by: Eggs.3142

Eggs.3142

If you change how traps execute, your essentialy making them not traps. Which is not so much altering the mechanics, but changing what they are as a whole.

Since activating a trap before anyone is inside the radius would give it away, and not trap anyone. I just cant see the point of having an activation button.

SUGGESTION: Change to "Traps" mechanics

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Posted by: TheDaiBish.9735

TheDaiBish.9735

1)Yes

2) They trigger on activation but ranger traps keep pulses so you don’t want to lay them on foes(lol) on thief due to linear form the you have to place them by your foes’ sides or do a 90 degree and place it in front of them,misplacement will reveal you. Guardian will have same problem as ranger. You could actually attract them to it instead of laying at their sight or risking to get in melee range.

Ah, right. Thanks for explaining

Life is a journey.
Time is a river.
The door is ajar.