Suggestion for traps

Suggestion for traps

in PvP

Posted by: runeblade.7514

runeblade.7514

Give traps an arming time/cooking time, or whatever it is called. When I mean arming time, I meant the cast time for it to be ineffective to effective. For example, If I place a trap under an enemy feet, the trap will last a few second shorter, and it will do less damage. Meaning, if I drop Test of faith under an enemy, when an enemy pass through it, they’ll take only 1.5k damage instead of 5k damage.

This is to encourage players to use traps like traps instead of Point blank AoE spells, but it also gives them a choice to use it as a PBAoE(But weaker!). My suggested arming time would be 1 second. This is enough time to reveal to enemies where your traps are, and it is enough time that you can’t place it under your enemies feet to do massive damage. 1 second is enough time for traps to not be totally useless.

I know some Dragonhunter will come here and say: “TRAPS DON’T NEED NERF!!!!!” But, Dragonhunters will get nerfed, and this is probably the best possible middle ground for both sides. Dragonhunters cannot drop traps under enemies feet for instant win plus, Dragonhunters can keep their massive damage to win. It also means DH don’t get a longer cast time to place traps, so that Runes of the trapper isn’t useless.

For Rangers, it could also mean that the condi damage is more frontloaded than over time. Meaning all traps work like spike trap, they place more condi damage upfront instead of over time.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Suggestion for traps

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Posted by: SlayerSixx.5763

SlayerSixx.5763

Not a bad idea, but the damage reduction should be more like 50-60% of what it is now rather than cutting it to nearly 20%.

Suggestion for traps

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Posted by: Goosekilla.2796

Goosekilla.2796

As long as I stop getting perma-locked in a 150 radius for 6+ seconds at a time with little to no warning, I’ll be content (I know this is more a DH LB5 issue than traps, but still). This does sound like a good solution, keeping it strong but not unstoppable.

Hit Monleee – 80 engi
Cubones Mother – 80 mes
Jade Quarry [Uhhh]

Suggestion for traps

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Posted by: Jak.4523

Jak.4523

Go the GW1 route. Make traps Easily Interruptable.

Suggestion for traps

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Posted by: eleshazar.6902

eleshazar.6902

Give traps an arming time/cooking time, or whatever it is called. When I mean arming time, I meant the cast time for it to be ineffective to effective. For example, If I place a trap under an enemy feet, the trap will last a few second shorter, and it will do less damage. Meaning, if I drop Test of faith under an enemy, when an enemy pass through it, they’ll take only 1.5k damage instead of 5k damage.

This is to encourage players to use traps like traps instead of Point blank AoE spells, but it also gives them a choice to use it as a PBAoE(But weaker!). My suggested arming time would be 1 second. This is enough time to reveal to enemies where your traps are, and it is enough time that you can’t place it under your enemies feet to do massive damage. 1 second is enough time for traps to not be totally useless.

I know some Dragonhunter will come here and say: “TRAPS DON’T NEED NERF!!!!!” But, Dragonhunters will get nerfed, and this is probably the best possible middle ground for both sides. Dragonhunters cannot drop traps under enemies feet for instant win plus, Dragonhunters can keep their massive damage to win. It also means DH don’t get a longer cast time to place traps, so that Runes of the trapper isn’t useless.

For Rangers, it could also mean that the condi damage is more frontloaded than over time. Meaning all traps work like spike trap, they place more condi damage upfront instead of over time.

They will never do this because of one thing: PvE.

When you make balance suggestions for either PvP or PvE you have to remember that both players have to be taken into account because of Anet’s absolute refusal to balance separately (which would solve so many kittening problems).

In PvE you will ALWAYS drop the trap right on the enemy. You don’t set it up and then try to kite the AI onto it. So this solution would never work for that game mode, even though it is a good suggestion for PvP (I would change it to arming time and it doesn’t activate until it is done arming, as opposed to deals less damage if it activates early, but again this will never be made to work this way because of PvE)

All professions level 80| Champion Paragon, Phantom, Genius
Phoenix Ascendant [ASH] | Rank 80

Suggestion for traps

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Posted by: runeblade.7514

runeblade.7514

Give traps an arming time/cooking time, or whatever it is called. When I mean arming time, I meant the cast time for it to be ineffective to effective. For example, If I place a trap under an enemy feet, the trap will last a few second shorter, and it will do less damage. Meaning, if I drop Test of faith under an enemy, when an enemy pass through it, they’ll take only 1.5k damage instead of 5k damage.

This is to encourage players to use traps like traps instead of Point blank AoE spells, but it also gives them a choice to use it as a PBAoE(But weaker!). My suggested arming time would be 1 second. This is enough time to reveal to enemies where your traps are, and it is enough time that you can’t place it under your enemies feet to do massive damage. 1 second is enough time for traps to not be totally useless.

I know some Dragonhunter will come here and say: “TRAPS DON’T NEED NERF!!!!!” But, Dragonhunters will get nerfed, and this is probably the best possible middle ground for both sides. Dragonhunters cannot drop traps under enemies feet for instant win plus, Dragonhunters can keep their massive damage to win. It also means DH don’t get a longer cast time to place traps, so that Runes of the trapper isn’t useless.

For Rangers, it could also mean that the condi damage is more frontloaded than over time. Meaning all traps work like spike trap, they place more condi damage upfront instead of over time.

They will never do this because of one thing: PvE.

When you make balance suggestions for either PvP or PvE you have to remember that both players have to be taken into account because of Anet’s absolute refusal to balance separately (which would solve so many kittening problems).

In PvE you will ALWAYS drop the trap right on the enemy. You don’t set it up and then try to kite the AI onto it. So this solution would never work for that game mode, even though it is a good suggestion for PvP (I would change it to arming time and it doesn’t activate until it is done arming, as opposed to deals less damage if it activates early, but again this will never be made to work this way because of PvE)

Split PvP/PvE.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Suggestion for traps

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Posted by: runeblade.7514

runeblade.7514

Go the GW1 route. Make traps Easily Interruptable.

This will make Traps very useless. So, I say no.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant

Suggestion for traps

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Posted by: Nath Forge Tempete.1645

Nath Forge Tempete.1645

just a cast for EACH traps and a longer CD / shorter unused duration would be fine

Suggestion for traps

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Posted by: Sigmoid.7082

Sigmoid.7082

Give traps an arming time/cooking time, or whatever it is called. When I mean arming time, I meant the cast time for it to be ineffective to effective. For example, If I place a trap under an enemy feet, the trap will last a few second shorter, and it will do less damage. Meaning, if I drop Test of faith under an enemy, when an enemy pass through it, they’ll take only 1.5k damage instead of 5k damage.

This is to encourage players to use traps like traps instead of Point blank AoE spells, but it also gives them a choice to use it as a PBAoE(But weaker!). My suggested arming time would be 1 second. This is enough time to reveal to enemies where your traps are, and it is enough time that you can’t place it under your enemies feet to do massive damage. 1 second is enough time for traps to not be totally useless.

I know some Dragonhunter will come here and say: “TRAPS DON’T NEED NERF!!!!!” But, Dragonhunters will get nerfed, and this is probably the best possible middle ground for both sides. Dragonhunters cannot drop traps under enemies feet for instant win plus, Dragonhunters can keep their massive damage to win. It also means DH don’t get a longer cast time to place traps, so that Runes of the trapper isn’t useless.

For Rangers, it could also mean that the condi damage is more frontloaded than over time. Meaning all traps work like spike trap, they place more condi damage upfront instead of over time.

They will never do this because of one thing: PvE.

When you make balance suggestions for either PvP or PvE you have to remember that both players have to be taken into account because of Anet’s absolute refusal to balance separately (which would solve so many kittening problems).

In PvE you will ALWAYS drop the trap right on the enemy. You don’t set it up and then try to kite the AI onto it. So this solution would never work for that game mode, even though it is a good suggestion for PvP (I would change it to arming time and it doesn’t activate until it is done arming, as opposed to deals less damage if it activates early, but again this will never be made to work this way because of PvE)

Split PvP/PvE.

Anet already said this wont happen.

Suggestion for traps

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Posted by: Tao.1234

Tao.1234

traps are working just fine.

See no reason to nerf them.

Just l2p.

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