SUGGESTION: Change to "Traps" mechanics
in Guild Wars 2: Heart of Thorns
Posted by: Knighthonor.4061
in Guild Wars 2: Heart of Thorns
Posted by: 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?
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
think it would be too complicated for the average player to manage
We need to get rid of that mentality in all modes.
Actually, what if traps were what replaced the virtues, and the jumping and such were turned into skills?
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?
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.
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?
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.
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.
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
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