Shadow trap
its actually working as long as you know the spots. just like every other “teleport” in the game.
its actually working as long as you know the spots. just like every other “teleport” in the game.
true
ok we got one sole exception where it actually works everywhere.
and dont get me wrong, i dont want to justify the poor implementation of shadow trap (and other ports). It would be great if they could actually fix it that it is working everywhere like the mesmer portal.
ok we got one sole exception where it actually works everywhere.
and dont get me wrong, i dont want to justify the poor implementation of shadow trap (and other ports). It would be great if they could actually fix it that it is working everywhere like the mesmer portal.
The thing is they meant this change to make us believe " ehi thieves, you got a small portal now".
because it’s not like thief is a top tier class and we need buffs. That was just a sweety candy, to make us believe we could have some sort of utility for a team.
But nah, let’s just bug it.
It has a limited range. Even portal has a limited range. I know 10k range sounds like alot, but it covers only about half a pvp map
it is a great utility spell as it is, would they remove the pathing issues it would be huge but i guess that will take some time (soon™)
its actually working as long as you know the spots. just like every other “teleport” in the game.
You realize that the ‘teleport’ if the trap is activated is to a player who is moving, which means you don’t actually get to control the teleport location in certain circumstances. The fact that someone can trigger a trap, then move onto a different z axis plane and completely remove your ability to use shadow return results in a skill which is inconsistent and unreliable for providing cover to an area of the map. Instead, people have been hiding shadow trap away from places where it will be activated in order to maintain the predictability of the teleport position.
Let me rephrase that: People are actively kittening up shadow trap positioning so that they can use it reliably.
That’s a pretty big issue. Especially since the skill is clearly intended to have a 10,000 range, not 10,000 range unless you step on a rock that was coded on a different topography layer in which case you die.
The ability is absurdly overpowered as it doubles as a powerful stunbreak (and potentially self-res), a farnode decap, a treb repair, and overall generally insane mobility on a 45sec cd.
I’ve had it bug out (fail to port) very rarely. I’d say about 1-2% of the time so far.
[Alot of] You guys probably don’t realize that after 10k range, it turns into a shadowstep susceptible to LOS (Or maybe it ports you to the 10k mark between you and the trap—more testing is needed). Anyways, always make sure you’re within range.
Also, yeah its pretty funny that the “trap” portion of the trap is tried to generally be avoided and you should put it where you think players won’t think to walk over.
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(edited by Jumper.9482)
This skill is amazingly strong, yes but at least not on every map its working like the mesmer teleport and has major pathing issues.
From my experience i got no problem on Kyhlo and Temple but for Foefire and Forest you have to know spots when you want to teleport to Mine/Henge.
On top of the pathing issues it has on some maps it would be probably great when we could have a rangeindicator like other skills have. So when you are further than 10k away a red bar that you cant use it may imo be great.
The ability is absurdly overpowered as it doubles as a powerful stunbreak (and potentially self-res), a farnode decap, a treb repair, and overall generally insane mobility on a 45sec cd.
I’ve had it bug out (fail to port) very rarely. I’d say about 1-2% of the time so far.
[Alot of] You guys probably don’t realize that after 10k range, it turns into a shadowstep susceptible to LOS (Or maybe it ports you to the 10k mark between you and the trap—more testing is needed). Anyways, always make sure you’re within range.Also, yeah its pretty funny that the “trap” portion of the trap is tried to generally be avoided and you should put it where you think players won’t think to walk over.
I’m not really sure, i’m still running it and i often notice pathing issues, especially on khylo where stairs and z-axis are abundant.
That’s actually pretty bad since you not only lose the ambush, but you can’t even come back fast to avoid decapping if the trap stucks you in odd places.
Altough i agree it is very overpowered.
On the other hand, the thief feels weaker post patch.
Mixed feelings about Shadow Trap.
The skill definitely works, it and 10k range is from far point to your close, on Nifhel (maybe more). If you are lacking condition clear then you should never commit to a team fight. Or you could run Shadow Trap and Shadowtep, which imo is overkill in terms of mobility and stun breaks.
There are some build or weapon sets that have condition clears, but d/p does not. S/D has, what one condition clear, and you run it with the signet that gives you two. I just really don’t like being even more susceptible to conditions.
Shadow Trap is not overpowered, because of the simple fact that it makes the thief even more weak to conditions. I would not be surprised to see some condition back builds now.
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Try to port from one side node to the other on khylo and you’ll see the issues. That’s about 7.5k range.
Mixed feelings about Shadow Trap.
The skill definitely works, it and 10k range is from far point to your close, on Nifhel (maybe more). If you are lacking condition clear then you should never commit to a team fight. Or you could run Shadow Trap and Shadowtep, which imo is overkill in terms of mobility and stun breaks.
There are some build or weapon sets that have condition clears, but d/p does not. S/D has, what one condition clear, and you run it with the signet that gives you two. I just really don’t like being even more susceptible to conditions.
Shadow Trap is not overpowered, because of the simple fact that it makes the thief even more weak to conditions. I would not be surprised to see some condition back builds now.
If you’re careful with dodges/evades you don’t really suffer conditions as long as you play with S/D-shortbow or double S/D.
Shadow step has always been more of an “oh crap” button or a mobility tool more than being a condi removal: it was just the top of the cake of an already very strong stun breaker.
The issues i’m facing is that the the thief feels overall weaker post-patch ( mostly because the two classes that were obviously weaker than us, war and necro, got solidly buffed with the necro being blatantly overpowered) and i’m really starting to think they want to balance the thief around shadow trap ( "hey, you have more utility so you can be weaker !!!) when we’ve always been not very strong.
At least i want shadow trap to work perfectly.
Even if Shadow Trap was changed to a teleport, it’d be a really bad ability for the game.
Imagine it worked like portal for a second. You’d have to use it constantly to back cap a point and node defenders would either have to sit on their node the entire match or be forced to scout the whole area hoping they’d trigger it.
That’s really stupid for viewers to watch a guy running around in circles around a node for 30 seconds and guessing where the trap is before he can leave the node safely.
It’s a badly designed skill for the thief, for the opposing node defender and for the viewers as well.