Are Rangers Trap CD "working as intended"?

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Posted by: NaturalPortman.9562

NaturalPortman.9562

I would like a dev to answer this in the thread if possible.

Are rangers traps working as intended? It seems that they’re the only class with “plant” utilities that start their CD as soon as you plant them. If they are working as intended do you plan to change the CD for other classes utilities as well?

It would be nice to have my turrets start their cool down as soon as I plant them because their biggest problem at the moment is lack of movement in the turrets + the high cd’s that don’t start when you plant them.

(im a girl btw)

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Posted by: Mosharn.8357

Mosharn.8357

isnt it the same for thief traps?

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Posted by: NaturalPortman.9562

NaturalPortman.9562

isnt it the same for thief traps?

No idea, possibly. Not really relevant though seeing as thief traps are pretty kitten underwhelming.

(im a girl btw)

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Posted by: Mosharn.8357

Mosharn.8357

isnt it the same for thief traps?

No idea, possibly. Not really relevant though seeing as thief traps are pretty kitten underwhelming.

just wondering since the traps probably work in the same way.

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Posted by: daydream.2938

daydream.2938

ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.

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Posted by: ensoriki.5789

ensoriki.5789

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.

The great forum duppy.

(edited by ensoriki.5789)

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Posted by: Mosharn.8357

Mosharn.8357

ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.

agreed. This seems like a reasonable change and wont hurt trap rangers overall.

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Posted by: NaturalPortman.9562

NaturalPortman.9562

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.

My mistake then, well if this is working as intended then everything else should be like this as well..?

(im a girl btw)

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Posted by: Taym.8326

Taym.8326

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.

My mistake then, well if this is working as intended then everything else should be like this as well..?

Also Necro marks which are the closest thing that is commonly used operates the exact same way.

ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.

agreed. This seems like a reasonable change and wont hurt trap rangers overall.

Actually this would detract from the ability, what happens if you misplace the trap once and no one hits it for the entire game? would you continually be able to throw until one lands on the target as penalizing one failed throw is too much. Meaning the ranger could theoretically have two traps in the air of the same type making traps actually stronger than they are now? This is a bad idea, that can if handled poorly would severely cripple or strengthen the spec.

Instead they could fix empathetic bond to hit rangers where they already hurt, in their personal and pet survivability. This would make traps still remain strong but forcing players to choose between trip traps and condition removal, or taking empathetic bond but sacrificing pets to higher HP ones lowering their overall damage.

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Posted by: daydream.2938

daydream.2938

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.

My mistake then, well if this is working as intended then everything else should be like this as well..?

Also Necro marks which are the closest thing that is commonly used operates the exact same way.

ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.

agreed. This seems like a reasonable change and wont hurt trap rangers overall.

Actually this would detract from the ability, what happens if you misplace the trap once and no one hits it for the entire game? would you continually be able to throw until one lands on the target as penalizing one failed throw is too much. Meaning the ranger could theoretically have two traps in the air of the same type making traps actually stronger than they are now? This is a bad idea, that can if handled poorly would severely cripple or strengthen the spec.

Instead they could fix empathetic bond to hit rangers where they already hurt, in their personal and pet survivability. This would make traps still remain strong but forcing players to choose between trip traps and condition removal, or taking empathetic bond but sacrificing pets to higher HP ones lowering their overall damage.

You can recast the trap as much as you want. The old one dissapears. once its sprung, it goes on cd.

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Posted by: Blakey.5670

Blakey.5670

Omg, I never knew that’s the case till now . And i had a pve ranger : I .

Explains how i got double trapped a few times near the trebs. I thought there were rangers buddys or something. Weird.

Behellzebab – lvl 80 pvp egineer

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Posted by: Puandro.3245

Puandro.3245

Traps are fine.

GW2 Videos WvW Ele/Thief/Mesmer/Ranger/Warrior PvP Videos
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild

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Posted by: Taym.8326

Taym.8326

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.

My mistake then, well if this is working as intended then everything else should be like this as well..?

Also Necro marks which are the closest thing that is commonly used operates the exact same way.

ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.

agreed. This seems like a reasonable change and wont hurt trap rangers overall.

Actually this would detract from the ability, what happens if you misplace the trap once and no one hits it for the entire game? would you continually be able to throw until one lands on the target as penalizing one failed throw is too much. Meaning the ranger could theoretically have two traps in the air of the same type making traps actually stronger than they are now? This is a bad idea, that can if handled poorly would severely cripple or strengthen the spec.

Instead they could fix empathetic bond to hit rangers where they already hurt, in their personal and pet survivability. This would make traps still remain strong but forcing players to choose between trip traps and condition removal, or taking empathetic bond but sacrificing pets to higher HP ones lowering their overall damage.

You can recast the trap as much as you want. The old one dissapears. once its sprung, it goes on cd.

The current way it works, is that the trap does not “disappear” until a new one of that type lands, not is thrown. So you would be able to throw a trap, the another of the same type immediately after without removing the first trap, the first one lands and hits someone triggering the cooldown, the second trap which is still in transit can not be retroactively removed, so it also lands allowing for double traps. Without adding two cooldown system(a post trap throw and a cooldown on trigger) I don’t see that happening, and I doubt that they would add the code for just the specific case as necro marks, and a few other skills in the game use the exact same cd style.

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Posted by: NaturalPortman.9562

NaturalPortman.9562

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.

My mistake then, well if this is working as intended then everything else should be like this as well..?

Also Necro marks which are the closest thing that is commonly used operates the exact same way.

ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.

agreed. This seems like a reasonable change and wont hurt trap rangers overall.

Actually this would detract from the ability, what happens if you misplace the trap once and no one hits it for the entire game? would you continually be able to throw until one lands on the target as penalizing one failed throw is too much. Meaning the ranger could theoretically have two traps in the air of the same type making traps actually stronger than they are now? This is a bad idea, that can if handled poorly would severely cripple or strengthen the spec.

Instead they could fix empathetic bond to hit rangers where they already hurt, in their personal and pet survivability. This would make traps still remain strong but forcing players to choose between trip traps and condition removal, or taking empathetic bond but sacrificing pets to higher HP ones lowering their overall damage.

You can recast the trap as much as you want. The old one dissapears. once its sprung, it goes on cd.

The current way it works, is that the trap does not “disappear” until a new one of that type lands, not is thrown. So you would be able to throw a trap, the another of the same type immediately after without removing the first trap, the first one lands and hits someone triggering the cooldown, the second trap which is still in transit can not be retroactively removed, so it also lands allowing for double traps. Without adding two cooldown system(a post trap throw and a cooldown on trigger) I don’t see that happening, and I doubt that they would add the code for just the specific case as necro marks, and a few other skills in the game use the exact same cd style.

Turrets are basically traps in a sense and it doesn’t seem one bit fair that if ours explode we are left defenseless for 30-60 seconds don’t you think?

(im a girl btw)

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Posted by: Vena.8436

Vena.8436

Turrets are basically traps in a sense and it doesn’t seem one bit fair that if ours explode we are left defenseless for 30-60 seconds don’t you think?

Turrets will actually “reset” on bar after a few minutes of activity, which, I know, isn’t what you meant, but there is a cooldown there as well its just really, really long (or bugged) and you can place back-to-back turrets even if you detonate them.

Vena/Var – Guardian/Thief
[Eon] – Blackgate

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Posted by: Vanthian.9267

Vanthian.9267

Not mentioned in this thread but I thought I would share.

I have also noticed that when I steal on my thief I can just “store” the stolen item until I find a time I wish to use it (http://wiki.guildwars2.com/wiki/Throw_Gunk). All the mean while, the cool-down on steal will reset while I hold my item. I don’t know if this is a glitch or something just affecting my thief, but I have used this many times in dungeons and in PvP to either double junk or double whirling axe people.

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Posted by: NaturalPortman.9562

NaturalPortman.9562

Turrets are basically traps in a sense and it doesn’t seem one bit fair that if ours explode we are left defenseless for 30-60 seconds don’t you think?

Turrets will actually “reset” on bar after a few minutes of activity, which, I know, isn’t what you meant, but there is a cooldown there as well its just really, really long (or bugged) and you can place back-to-back turrets even if you detonate them.

You cant do back to back turrets..
Not to mention traps CD is ridiculously low as it is they have the best design in terms of cool down. Turrets dont have a CD decrease trait, and some of them are 60 second cooldown, not to mention all their garbage tool belt skills are strangely really high cool down as well (thumper turret tool belt skill 90 second CD wth?)

(im a girl btw)

(edited by NaturalPortman.9562)

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Posted by: Blakey.5670

Blakey.5670

Yeah i’ve always laughed at that.
Rocket turret is like 60 CD, and so is the weak missle toolbelt.
Thumper is like 40 or something, and the toolbelt is 90 lol ( is a blast finisher though).

Just the turret. I’m not commenting anything about traps right now :I .

Behellzebab – lvl 80 pvp egineer

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Posted by: Liewec.2896

Liewec.2896

i’d expect a turret rework in the future, as they are they’re a waste of a slot.
perhaps maybe rocket or net for the CC, but rifle turret is weak and useless.

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Posted by: ilJumperMT.4871

ilJumperMT.4871

BM Ranger > Trap Ranger

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Posted by: Yasha.5963

Yasha.5963

Traps: Once you step on it the trap triggers and is “gone”

Turrets: A “living” trap that fires off an effect to anyone in range until you go and destroy it.

Back to back turrets sounds OP to me.

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Posted by: Vena.8436

Vena.8436

You cant do back to back turrets..
Not to mention traps CD is ridiculously low as it is they have the best design in terms of cool down. Turrets dont have a CD decrease trait, and some of them are 60 second cooldown, not to mention all their garbage tool belt skills are strangely really high cool down as well (thumper turret tool belt skill 90 second CD wth?)

You seem to have misunderstood.

Put down a turret and wait for around five or so minutes (might actually be ten, I have never bothered to actually count it, since it would be dumb to depend on such a strategy), its “power up mode” will expire on your skill bar and you will simply have the place turret X skill back again even if your turret is still active. (Though I did remember incorrectly in that you cannot detonate them as even the F# skill resets as well).

So yes, indeed you can place turrets back-to-back, it just takes forever for the skill on your bar to “refresh” and, as I said, this may just be a bug and completely unintentional.

Vena/Var – Guardian/Thief
[Eon] – Blackgate

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Posted by: Amaterasu.6280

Amaterasu.6280

You can’t compare thief traps to ranger traps…it’s so silly to do that.

You can have 4 thieves out from ambush trap and all 4 will die from 1 of those ranger traps…

It’s the fact that since the traps are such a determining factor for rangers at the moment, the 10-15s CD is really low. As a thief, our lowest cd on a trap is 30s, and our traps don’t do jack kitten…which is why no one uses them.

It’s just another case of pigeon holing.

Kuro – Thief – NA
Undercoverism [UC]

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Posted by: Arheundel.6451

Arheundel.6451

…and so it begans…dear rangers, it’s now your turn , I pass the “QQ” scepter to you, ele will be nerfed this month..and you will be nerfed next month^^, get ready for the incoming QQ ranger threads!

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Posted by: Battosai.5620

Battosai.5620

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

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Posted by: Xsorus.2507

Xsorus.2507

Rofl, Traps…

There is a reason I run Pain Inverter in World vs World and not traps ;o)

http://www.youtube.com/user/Xsorus/videos?view=0
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos

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Posted by: NaturalPortman.9562

NaturalPortman.9562

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

I never said nerf traps lol, I just want turrets to be close or same level as traps.

(im a girl btw)

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Posted by: Xsorus.2507

Xsorus.2507

Turrets problems aren’t related to cooldown, they’re just subpar in general..I mean Net Turret is honestly your best one.

http://www.youtube.com/user/Xsorus/videos?view=0
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos

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Posted by: Mosharn.8357

Mosharn.8357

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Hence you can plant an Ambush trap as a thief, CD will wear off, Opponent steps on it, plant it again and have 2 thieves active at once.

My mistake then, well if this is working as intended then everything else should be like this as well..?

Also Necro marks which are the closest thing that is commonly used operates the exact same way.

ive heard gasmask mention that the CD should start once the trap is sprung. probably would be a good change, and the only chnage necessarry rangers not brokenly op or anything.

agreed. This seems like a reasonable change and wont hurt trap rangers overall.

Actually this would detract from the ability, what happens if you misplace the trap once and no one hits it for the entire game? would you continually be able to throw until one lands on the target as penalizing one failed throw is too much. Meaning the ranger could theoretically have two traps in the air of the same type making traps actually stronger than they are now? This is a bad idea, that can if handled poorly would severely cripple or strengthen the spec.

Instead they could fix empathetic bond to hit rangers where they already hurt, in their personal and pet survivability. This would make traps still remain strong but forcing players to choose between trip traps and condition removal, or taking empathetic bond but sacrificing pets to higher HP ones lowering their overall damage.

theres a despawn timer on em i believe.

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Posted by: Sand Beagle.9867

Sand Beagle.9867

i think warriors need a nerf too.

that 100b and eviscerate are just too strong

killshot also does a lot of damage

is warrior working as intended?

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Posted by: NaturalPortman.9562

NaturalPortman.9562

i think warriors need a nerf too.

that 100b and eviscerate are just too strong

killshot also does a lot of damage

is warrior working as intended?

I haven’t even said the word overpowered in this thread yet, or the word nerf. I’m just saying there is some obvious balance issues here, turrets should be able to be played the same way a trap ranger plays imo, and we can’t do that.

(im a girl btw)

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Posted by: Sand Beagle.9867

Sand Beagle.9867

I haven’t even said the word overpowered in this thread yet, or the word nerf. I’m just saying there is some obvious balance issues here, turrets should be able to be played the same way a trap ranger plays imo, and we can’t do that.

id rather traps be changed to CD on trigger rather than on throw. it is one of those things that just doesnt make sense compared to the rest of the skills. kind of like mistform/invincibility stomping.

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Posted by: Shukran.4851

Shukran.4851

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

what’s too strong on rangers currently?

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Posted by: Durzlla.6295

Durzlla.6295

Traps: Once you step on it the trap triggers and is “gone”

Turrets: A “living” trap that fires off an effect to anyone in range until you go and destroy it.

Back to back turrets sounds OP to me.

Which is why there’s no back to back turrets, spirit weapons, or minions in the game… you know… the 3 things that all have the same sort of mechanic?

@OP I see nothing wrong with ranger traps seeing as how thief traps and necromancer marks work the exact same way…

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

what’s too strong on rangers currently?

I’m going to guess that he’s talking about double Raven burst that you can perform while being super tanky, because every other prof that goes full on glass canon style gives up survivability for damage where double raven burst does not.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

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Posted by: Ayestes.1273

Ayestes.1273

Double trapping is strong but can be dealt with. I’d honestly care less if it’s removed. The only real problem I have with Trap Rangers is the Empathetic Bond bug. Right now it just flat out clears all conditions on the Ranger every ten seconds. It needs to be fixed to transfer them, which is simply a bug fix. Fix that and then we can see where these trap builds are.

Virydia – Hearld
Tirydia – Scrapper

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Posted by: Med.6150

Med.6150

Trap builds are strong against GC melee builds (these will have very low combat uptime against such a ranger, while the conditions trickle away), whereas BM builds are stronger than trap builds and against any kind of attacker or defender on top of it. As for why rangers are strong, it doesn’t take a genius to figure that one out, though it seems like many still do not see it.

Any class can build for maximum damage and maximum defense (within the boundaries of their class of course) and any hybridization of that. However, given that the stat pool is limited and it all comes at a certain opportunity cost, they are opening themselves up to weaknesses.

The fact that ranger pets have their own stats, independent of the ranger’s, means they do not expose themselves to such a weakness. They can build their ranger to be very sturdy, while their pets deal the necessary damage. By doing so you automatically invest your pointd into the optimal stats too, as pet stats are paired with healing stats and condition stats with toughness.

As a result you will have respectable condition damage on a sturdy character with great power damage to accompany it, so that you are well suited and prepared for any situation

(edited by Med.6150)

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Posted by: Battosai.5620

Battosai.5620

Traps: Once you step on it the trap triggers and is “gone”

Turrets: A “living” trap that fires off an effect to anyone in range until you go and destroy it.

Back to back turrets sounds OP to me.

Which is why there’s no back to back turrets, spirit weapons, or minions in the game… you know… the 3 things that all have the same sort of mechanic?

@OP I see nothing wrong with ranger traps seeing as how thief traps and necromancer marks work the exact same way…

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

what’s too strong on rangers currently?

I’m going to guess that he’s talking about double Raven burst that you can perform while being super tanky, because every other prof that goes full on glass canon style gives up survivability for damage where double raven burst does not.

its not about double ravens per se – but this is to some extent the core of the balancing problem. you can go for high evasion, high healing and decent condition damage and 3k+ armour while still having decent cc and burst available to you due to the class mechanic. medeas already pointed out that 2 trees highly synergize with eachother currently granting basically both offense and defense at the same time.

beastmaster trait line offers flat out healing and buffs the rangers pet, while wilderness survival offers condition damage and toughness at the same time. so you can just run 1 dps and one control pet.
so you basically have : aoe reg, aoe vigor, aoe conditon cleanse, 15 sec cd on quickness for stomps/rezzes, aoe fear every 15 seconds, single target kd, a 15 sec water combo field, a fire combo field, strong condition pressure and access to rather reliable burst so you can pressure key targets in a teamfight, access to a third/forth combo field and on top of that you are still really tanky and a great duelist.
furthermore the ranger himself currently gets nothing out of going power/precision as it will not increase your pets damage, nor will it increase your survivability – which is another thing that is kinda hard to balance as they would propably need to rework the rangers class mechanic as a whole.
thus the gain on going defensive is currently way higher than choosing an offensive kind of trait setup.
but keep on playing trap rangers – its cookiecutter and easy to play, basically what they said they want in the game. and i think it is actually kinda fine, even though i tend to get annoyed once people run trap ranger or try to convince other people that trap ranger is idd the best way to go.
bm ranger requires a lot of timing and micromanagement though to make it borderline op imo.
and for the guys slowly catching up on this now – this build has been around since octobre and i wonder why it took you so long to realize the strength of this build, the only thing that was kinda mandatory back then was to run frosttrap, because your pets couldn’t keep up yet.

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Posted by: Xsorus.2507

Xsorus.2507

Traps: Once you step on it the trap triggers and is “gone”

Turrets: A “living” trap that fires off an effect to anyone in range until you go and destroy it.

Back to back turrets sounds OP to me.

Which is why there’s no back to back turrets, spirit weapons, or minions in the game… you know… the 3 things that all have the same sort of mechanic?

@OP I see nothing wrong with ranger traps seeing as how thief traps and necromancer marks work the exact same way…

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

what’s too strong on rangers currently?

I’m going to guess that he’s talking about double Raven burst that you can perform while being super tanky, because every other prof that goes full on glass canon style gives up survivability for damage where double raven burst does not.

its not about double ravens per se – but this is to some extent the core of the balancing problem. you can go for high evasion, high healing and decent condition damage and 3k+ armour while still having decent cc and burst available to you due to the class mechanic. medeas already pointed out that 2 trees highly synergize with eachother currently granting basically both offense and defense at the same time.

beastmaster trait line offers flat out healing and buffs the rangers pet, while wilderness survival offers condition damage and toughness at the same time. so you can just run 1 dps and one control pet.
so you basically have : aoe reg, aoe vigor, aoe conditon cleanse, 15 sec cd on quickness for stomps/rezzes, aoe fear every 15 seconds, single target kd, a 15 sec water combo field, a fire combo field, strong condition pressure and access to rather reliable burst so you can pressure key targets in a teamfight, access to a third/forth combo field and on top of that you are still really tanky and a great duelist.
furthermore the ranger himself currently gets nothing out of going power/precision as it will not increase your pets damage, nor will it increase your survivability – which is another thing that is kinda hard to balance as they would propably need to rework the rangers class mechanic as a whole.
thus the gain on going defensive is currently way higher than choosing an offensive kind of trait setup.
but keep on playing trap rangers – its cookiecutter and easy to play, basically what they said they want in the game. and i think it is actually kinda fine, even though i tend to get annoyed once people run trap ranger or try to convince other people that trap ranger is idd the best way to go.
bm ranger requires a lot of timing and micromanagement though to make it borderline op imo.
and for the guys slowly catching up on this now – this build has been around since octobre and i wonder why it took you so long to realize the strength of this build, the only thing that was kinda mandatory back then was to run frosttrap, because your pets couldn’t keep up yet.

I never bothered with Frosttrap, I always found that against most people being directly in their face with melee meant they were paying attention to the pet or moving around to avoid the pet.

A lot easier to notice the pet if the person is back 20 feet firing a bow at you.

Plus i had Pain Inverter…. so yea..

http://www.youtube.com/user/Xsorus/videos?view=0
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos

Are Rangers Trap CD "working as intended"?

in PvP

Posted by: Durzlla.6295

Durzlla.6295

Traps: Once you step on it the trap triggers and is “gone”

Turrets: A “living” trap that fires off an effect to anyone in range until you go and destroy it.

Back to back turrets sounds OP to me.

Which is why there’s no back to back turrets, spirit weapons, or minions in the game… you know… the 3 things that all have the same sort of mechanic?

@OP I see nothing wrong with ranger traps seeing as how thief traps and necromancer marks work the exact same way…

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

what’s too strong on rangers currently?

I’m going to guess that he’s talking about double Raven burst that you can perform while being super tanky, because every other prof that goes full on glass canon style gives up survivability for damage where double raven burst does not.

its not about double ravens per se – but this is to some extent the core of the balancing problem. you can go for high evasion, high healing and decent condition damage and 3k+ armour while still having decent cc and burst available to you due to the class mechanic. medeas already pointed out that 2 trees highly synergize with eachother currently granting basically both offense and defense at the same time.

beastmaster trait line offers flat out healing and buffs the rangers pet, while wilderness survival offers condition damage and toughness at the same time. so you can just run 1 dps and one control pet.
so you basically have : aoe reg, aoe vigor, aoe conditon cleanse, 15 sec cd on quickness for stomps/rezzes, aoe fear every 15 seconds, single target kd, a 15 sec water combo field, a fire combo field, strong condition pressure and access to rather reliable burst so you can pressure key targets in a teamfight, access to a third/forth combo field and on top of that you are still really tanky and a great duelist.
furthermore the ranger himself currently gets nothing out of going power/precision as it will not increase your pets damage, nor will it increase your survivability – which is another thing that is kinda hard to balance as they would propably need to rework the rangers class mechanic as a whole.
thus the gain on going defensive is currently way higher than choosing an offensive kind of trait setup.
but keep on playing trap rangers – its cookiecutter and easy to play, basically what they said they want in the game. and i think it is actually kinda fine, even though i tend to get annoyed once people run trap ranger or try to convince other people that trap ranger is idd the best way to go.
bm ranger requires a lot of timing and micromanagement though to make it borderline op imo.
and for the guys slowly catching up on this now – this build has been around since octobre and i wonder why it took you so long to realize the strength of this build, the only thing that was kinda mandatory back then was to run frosttrap, because your pets couldn’t keep up yet.

I never bothered with Frosttrap, I always found that against most people being directly in their face with melee meant they were paying attention to the pet or moving around to avoid the pet.

A lot easier to notice the pet if the person is back 20 feet firing a bow at you.

Plus i had Pain Inverter…. so yea..

I noticed a lot of people would try to kill my pet while I sat back throwing frost, viper, and spike traps at people from afar and it’d just lead to their demise… Then I swapped and went for a BM build and I would just keep them unable to escape my pets furry fury!

Granted this was all back in August, before I settled on my BM build, but I got kinda bored of ranger and moved onto engi xD.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna

Are Rangers Trap CD "working as intended"?

in PvP

Posted by: Xsorus.2507

Xsorus.2507

Traps: Once you step on it the trap triggers and is “gone”

Turrets: A “living” trap that fires off an effect to anyone in range until you go and destroy it.

Back to back turrets sounds OP to me.

Which is why there’s no back to back turrets, spirit weapons, or minions in the game… you know… the 3 things that all have the same sort of mechanic?

@OP I see nothing wrong with ranger traps seeing as how thief traps and necromancer marks work the exact same way…

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

what’s too strong on rangers currently?

I’m going to guess that he’s talking about double Raven burst that you can perform while being super tanky, because every other prof that goes full on glass canon style gives up survivability for damage where double raven burst does not.

its not about double ravens per se – but this is to some extent the core of the balancing problem. you can go for high evasion, high healing and decent condition damage and 3k+ armour while still having decent cc and burst available to you due to the class mechanic. medeas already pointed out that 2 trees highly synergize with eachother currently granting basically both offense and defense at the same time.

beastmaster trait line offers flat out healing and buffs the rangers pet, while wilderness survival offers condition damage and toughness at the same time. so you can just run 1 dps and one control pet.
so you basically have : aoe reg, aoe vigor, aoe conditon cleanse, 15 sec cd on quickness for stomps/rezzes, aoe fear every 15 seconds, single target kd, a 15 sec water combo field, a fire combo field, strong condition pressure and access to rather reliable burst so you can pressure key targets in a teamfight, access to a third/forth combo field and on top of that you are still really tanky and a great duelist.
furthermore the ranger himself currently gets nothing out of going power/precision as it will not increase your pets damage, nor will it increase your survivability – which is another thing that is kinda hard to balance as they would propably need to rework the rangers class mechanic as a whole.
thus the gain on going defensive is currently way higher than choosing an offensive kind of trait setup.
but keep on playing trap rangers – its cookiecutter and easy to play, basically what they said they want in the game. and i think it is actually kinda fine, even though i tend to get annoyed once people run trap ranger or try to convince other people that trap ranger is idd the best way to go.
bm ranger requires a lot of timing and micromanagement though to make it borderline op imo.
and for the guys slowly catching up on this now – this build has been around since octobre and i wonder why it took you so long to realize the strength of this build, the only thing that was kinda mandatory back then was to run frosttrap, because your pets couldn’t keep up yet.

I never bothered with Frosttrap, I always found that against most people being directly in their face with melee meant they were paying attention to the pet or moving around to avoid the pet.

A lot easier to notice the pet if the person is back 20 feet firing a bow at you.

Plus i had Pain Inverter…. so yea..

I noticed a lot of people would try to kill my pet while I sat back throwing frost, viper, and spike traps at people from afar and it’d just lead to their demise… Then I swapped and went for a BM build and I would just keep them unable to escape my pets furry fury!

Granted this was all back in August, before I settled on my BM build, but I got kinda bored of ranger and moved onto engi xD.

I’ve always ran BM in every build I did…

It was a question of what would my second line, Skirmishing or Wilderness basically depending on the build.

But BM has always been amazing..I always questioned why other rangers didn’t run it because it adds so much survivability and damage to your mechanic…

As for traps, It’s like that if you run bow I found..sending your pet in while firing your bow means they’ll probably kill your pet..

But if you’re in the face of your opponent they treat you as the threat.

Personally i wish i had recorded back when the game first came out, and Jaguar pets were bugged (It might still work this way, i don’t know..as i’ve not taken a sub 80 ranger in pvp since then)

Back then my Jaguar had 2600 in all 4 stats when I was scaled up in World vs World.

Which meant that my Jaguar was critting for 13k constantly on people..

http://www.youtube.com/user/Xsorus/videos?view=0
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos

Are Rangers Trap CD "working as intended"?

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Posted by: Battosai.5620

Battosai.5620

Traps: Once you step on it the trap triggers and is “gone”

Turrets: A “living” trap that fires off an effect to anyone in range until you go and destroy it.

Back to back turrets sounds OP to me.

Which is why there’s no back to back turrets, spirit weapons, or minions in the game… you know… the 3 things that all have the same sort of mechanic?

@OP I see nothing wrong with ranger traps seeing as how thief traps and necromancer marks work the exact same way…

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

what’s too strong on rangers currently?

I’m going to guess that he’s talking about double Raven burst that you can perform while being super tanky, because every other prof that goes full on glass canon style gives up survivability for damage where double raven burst does not.

its not about double ravens per se – but this is to some extent the core of the balancing problem. you can go for high evasion, high healing and decent condition damage and 3k+ armour while still having decent cc and burst available to you due to the class mechanic. medeas already pointed out that 2 trees highly synergize with eachother currently granting basically both offense and defense at the same time.

beastmaster trait line offers flat out healing and buffs the rangers pet, while wilderness survival offers condition damage and toughness at the same time. so you can just run 1 dps and one control pet.
so you basically have : aoe reg, aoe vigor, aoe conditon cleanse, 15 sec cd on quickness for stomps/rezzes, aoe fear every 15 seconds, single target kd, a 15 sec water combo field, a fire combo field, strong condition pressure and access to rather reliable burst so you can pressure key targets in a teamfight, access to a third/forth combo field and on top of that you are still really tanky and a great duelist.
furthermore the ranger himself currently gets nothing out of going power/precision as it will not increase your pets damage, nor will it increase your survivability – which is another thing that is kinda hard to balance as they would propably need to rework the rangers class mechanic as a whole.
thus the gain on going defensive is currently way higher than choosing an offensive kind of trait setup.
but keep on playing trap rangers – its cookiecutter and easy to play, basically what they said they want in the game. and i think it is actually kinda fine, even though i tend to get annoyed once people run trap ranger or try to convince other people that trap ranger is idd the best way to go.
bm ranger requires a lot of timing and micromanagement though to make it borderline op imo.
and for the guys slowly catching up on this now – this build has been around since octobre and i wonder why it took you so long to realize the strength of this build, the only thing that was kinda mandatory back then was to run frosttrap, because your pets couldn’t keep up yet.

I never bothered with Frosttrap, I always found that against most people being directly in their face with melee meant they were paying attention to the pet or moving around to avoid the pet.

A lot easier to notice the pet if the person is back 20 feet firing a bow at you.

Plus i had Pain Inverter…. so yea..

well i started out playing point defender – so i forced people to get on point and frosttrap offers both offense and defense again, like it slows down warriors/thieves w.e. so they cant really reach you and lets your pet catch up, furthermore you can get double frost armour so they stack even more chills on themselves.
started this build running hydromancy as well because i loved chill so much at that time. swapped it out a long time ago again though.

Are Rangers Trap CD "working as intended"?

in PvP

Posted by: Xsorus.2507

Xsorus.2507

Traps: Once you step on it the trap triggers and is “gone”

Turrets: A “living” trap that fires off an effect to anyone in range until you go and destroy it.

Back to back turrets sounds OP to me.

Which is why there’s no back to back turrets, spirit weapons, or minions in the game… you know… the 3 things that all have the same sort of mechanic?

@OP I see nothing wrong with ranger traps seeing as how thief traps and necromancer marks work the exact same way…

it seems people don’t even understand what’s too strong on rangers currently, but sure go ahead and nerf traps – so the fotm guys will leave to a different class.

what’s too strong on rangers currently?

I’m going to guess that he’s talking about double Raven burst that you can perform while being super tanky, because every other prof that goes full on glass canon style gives up survivability for damage where double raven burst does not.

its not about double ravens per se – but this is to some extent the core of the balancing problem. you can go for high evasion, high healing and decent condition damage and 3k+ armour while still having decent cc and burst available to you due to the class mechanic. medeas already pointed out that 2 trees highly synergize with eachother currently granting basically both offense and defense at the same time.

beastmaster trait line offers flat out healing and buffs the rangers pet, while wilderness survival offers condition damage and toughness at the same time. so you can just run 1 dps and one control pet.
so you basically have : aoe reg, aoe vigor, aoe conditon cleanse, 15 sec cd on quickness for stomps/rezzes, aoe fear every 15 seconds, single target kd, a 15 sec water combo field, a fire combo field, strong condition pressure and access to rather reliable burst so you can pressure key targets in a teamfight, access to a third/forth combo field and on top of that you are still really tanky and a great duelist.
furthermore the ranger himself currently gets nothing out of going power/precision as it will not increase your pets damage, nor will it increase your survivability – which is another thing that is kinda hard to balance as they would propably need to rework the rangers class mechanic as a whole.
thus the gain on going defensive is currently way higher than choosing an offensive kind of trait setup.
but keep on playing trap rangers – its cookiecutter and easy to play, basically what they said they want in the game. and i think it is actually kinda fine, even though i tend to get annoyed once people run trap ranger or try to convince other people that trap ranger is idd the best way to go.
bm ranger requires a lot of timing and micromanagement though to make it borderline op imo.
and for the guys slowly catching up on this now – this build has been around since octobre and i wonder why it took you so long to realize the strength of this build, the only thing that was kinda mandatory back then was to run frosttrap, because your pets couldn’t keep up yet.

I never bothered with Frosttrap, I always found that against most people being directly in their face with melee meant they were paying attention to the pet or moving around to avoid the pet.

A lot easier to notice the pet if the person is back 20 feet firing a bow at you.

Plus i had Pain Inverter…. so yea..

well i started out playing point defender – so i forced people to get on point and frosttrap offers both offense and defense again, like it slows down warriors/thieves w.e. so they cant really reach you and lets your pet catch up, furthermore you can get double frost armour so they stack even more chills on themselves.
started this build running hydromancy as well because i loved chill so much at that time. swapped it out a long time ago again though.

in SPvP I usually ran Trap Build, I was referring more to open world pvp..

but Frost Trap is amazing for SPvP no doubt

http://www.youtube.com/user/Xsorus/videos?view=0
Natures Ninja and Pain Inverter – Ranger PvP movies
http://www.twitch.tv/xsorovos

Are Rangers Trap CD "working as intended"?

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Posted by: Follidus.8027

Follidus.8027

A big reason why people think rangers are op is when they are defending a point (or treb or something) and can essentially double trap. Yes there are ways around it, but I think it’s a little much.

I don’t think it’s fair that some abilities in general can be activated, and then used right before or even after it comes back off cooldown. Things like traps, poisons, etc. If this nerfs the ability too much, then the cooldown should be lowered instead.

Cause I ain’t perfect, I never said I was.
But now they’re hating cause a brotha finally got some buzz
www.twitch.tv/Follidus – Team Absolute Legends

Are Rangers Trap CD "working as intended"?

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Posted by: MaXi.3642

MaXi.3642

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Elementals CD start when elemental die… /sadpanda

Are Rangers Trap CD "working as intended"?

in PvP

Posted by: Durzlla.6295

Durzlla.6295

Thief traps CD starts immediately upon being planted.
Banners CD starts immediately upon being planted.
Spirits CD starts immediately upon being planted.

Elementals CD start when elemental die… /sadpanda

This is the same with ALL of these sorts of skills, Spirit Weapons, Minions, and Turrets all share this trait, which kinda makes sense since they run around and kill things where traps and marks just sit there and wait until being tripped, and then Spirits and Banners just provide a passive buff and don’t directly try to kill anyone.

They sing dark, delicious notes about power and family.
As their mother, I have to grant them their wish. – Forever Fyonna