Trap Suggestion

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Posted by: EpicTurtle.8571

EpicTurtle.8571

Every other skill has their cooldown go off when the skill actually has an effect, DH and rangers should not be able to drop traps and just kitten out 5 more right after you start fighting them.

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Posted by: Ubik.8315

Ubik.8315

Holy…people still complain about traps?

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Posted by: Ross Biddle.2367

Ross Biddle.2367

Let’s go the other way then. Start mantra cd as soon as mantras are charged.

Yessssssssssss

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Posted by: EpicTurtle.8571

EpicTurtle.8571

Why not? They still have inordinate amounts of damage and each one has a control effect on it. The excuse that you have to spec into it is bullkitten since if you don’t take the daze on trigger trait most people would consider you to be deficient.

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Posted by: Zintrothen.1056

Zintrothen.1056

Yeah, they do, because they’re still bullkitten. At high end play, they’re not OP, but at low end play, they’re stupid OP. They need a rework to make them better at higher levels, while making them less powerful at lower levels.

I think the main issue with traps is that they do way too much damage. So if they nerf the damage, they’ll need compensation some other way. My suggestion is cut the damage by 25%, give each trap at least a half second cast time or more, and then make them something unique, like it hits evading targets. Or make them give more team utility. Like the buff they give applies to party members near the DH.

Just some ideas off the top of my head:

Purification: Initial heal applies to nearby allies and allies gain regen. The main triggered heal only heals the DH as it does currently.

Test of Faith: Initial damage reduced by 25%. Crossing damage stays as is. Cast time of half second. Allies get protection. Crippling removed and given to Procession of Blades

Procession of Blades: Damage reduced by 25%. Each tick cripples for 1-1.5 seconds. Fury given to allies.

Judge’s Intervention: Reveal increased to 5 seconds (yes, I get that there’s “a lot” of reveal in the game, but really, there freaking isn’t! Learn to survive without stealth all the time!). Swiftness for allies. Vuln duration increased to at least 5 seconds.

Fragments of Faith: This is completely fine. Just give the utility itself a half second cast time, but leave the trait instant cast.

Dragon’s Maw: damaged reduced by at least 25%. Cast time of 1 second. Might given to allies. Slow replaced with a ticking blindness every second. CD increased to 90 seconds.

Obviously these suggestions aren’t exactly good. I’m just trying to get some minds running on better ideas. Traps are too damage focused and not enough utility focused. Give more party utility, nerf the damage and I think you’ll see fewer complaints in lower end pvp but more DHs in higher end pvp.

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Posted by: holychampion.7386

holychampion.7386

We could also add a nice healing towards the enemy so they do damage but completely heal the oponent. But 0,5 secs daze may bring some complaints… I know, remove daze completely and let it inflict chill, cripple and burn on the DH when someone activates it plus a free interrupt when casting F3.

IF the class has nothing to offer in team play you should at least expect it to do damage on its own.
DH traps are set to do damage because they don’t inflict condies or any particular effect. It’s just damage + boon to the caster.

Test of Faith only deals initial damage. The damage overtime you get by standing still in it is minimal. If you were to nerf this trap EVEN MORE there would be no use in taking it. I’d rather lose the 0,5 sec cc and gain more protection or stability with a shout.

Procesion of Blades: Longest start up of all the traps. After the daze you have aprox 3-4 seconds to get away walking from it. If you receive damage from this trap you are either stun locked by a party or you’re literally brainless.

Reveal Trap: Fine as it is. Wasting 1 utility with this trap justifies its use. A bit of counter to engies and thieves. Then again, useless in decent pvp onwards.

Faith Trap: Fine as it is. The instant casting time was made so as to have another stun breaker which could sinergise (weird in DH) with DH rune allowing you to lose a damaging utility but gain damage overtime with might.

Dragon’s Maw: Second longest time to act trap. IMHO it’s fine as it is, since if you use it, you just carry it for the LOW cc it offers (yeah I’m talking higher divisions and competitive play)

SO… ALL IN ALL

It’s fine that they have their cd started upon placement given the nature of the traps now. I think this is more of a L2P issue. If you see a dh guarding a point alone and you go to melee without invuln or dodging you’re brainless.
PLUS decent DHs would never carry more than test of faith and EVEN if they activate 2 at a time the damage they do is irrisoy.

Again… L2P

(edited by holychampion.7386)

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Posted by: Ruru.1302

Ruru.1302

You can literally walk into traps, stand on them, and still win a 1v1 against a DH.

mag
[Mada] Apocryfia

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Posted by: OriOri.8724

OriOri.8724

kitten every one here (presumably DH themselves) is only talking about whether traps are overpowered or not and OP just wants them to function like all other skills in that their CD starts when they are triggered, not when they are cast. Is consistency that big of a problem to you guys? OP didn’t say one word about traps being too powerful, he’s just rightfully annoyed that the cooldown starts prematurely allowing DH and rangers to annoy him more than they should be able to with their traps.

Just because it isn’t OP doesn’t mean it shouldn’t be addressed. Likewise, since traps are apparently so useless according to y’all, you shouldn’t even care if they get “nerfed” because no one who is “good” will be taking them anyway.

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Posted by: holychampion.7386

holychampion.7386

kitten every one here (presumably DH themselves) is only talking about whether traps are overpowered or not and OP just wants them to function like all other skills in that their CD starts when they are triggered, not when they are cast. Is consistency that big of a problem to you guys? OP didn’t say one word about traps being too powerful, he’s just rightfully annoyed that the cooldown starts prematurely allowing DH and rangers to annoy him more than they should be able to with their traps.

Just because it isn’t OP doesn’t mean it shouldn’t be addressed. Likewise, since traps are apparently so useless according to y’all, you shouldn’t even care if they get “nerfed” because no one who is “good” will be taking them anyway.

To explain my point of view I have to adress why I think the skill mechanich is fine as it is. To be able to listen to others opinion you have to read what said opinion is based upon. I stated my point on why they are fine as tehy are now.

Moreover, let’s just imagine the CD only applies when someone triggers it….
Ops wrong button while leaving base, stored a trap in my base…. GUESS I’LL BE WITHOUT 1 TRAP UNTIL THE SKILL RESETS.

gee…

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Posted by: Arcaedus.7290

Arcaedus.7290

Whether or not DH traps need nerfing, there are much higher priorities on the list:

1. balancing other op classes, builds and skills.
2. Buffing base guardian
3. Reworking and buffing guardian weapons (sword, hammer, mace, scepter, staff especially).
4. Rework undertuned guardian utilities and traits.
5. Probably time to refer back to #1 again.
6. Now, mayyyybe look at traps.

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Posted by: Regon Phoenix.8215

Regon Phoenix.8215

It amazes me how people ask to nerf the weakest class.
Literally the worst class in the game and want to make DH even worse.

Daredevils: perma-evade, most OP damage currently, can 100-0 you in seconds, most mobile class, the best dueling class.
Tempest: can tank up to 3 people alone.
Warriors: can sustain while still dealing tons of damage and don’t need to trade one for the other.
Druid: high damage+high sustain+hight CC.
Reaper: no life force = dead; full life force = you are dead.
Herald: pretty much the most OP class i have ever seen in the game.
Mesmer: annoying as hell with stealth, clones, stealth, teleports, clones, stealth, kiting you the whole day. And double moa.
Scrapper: tons of sustain, tons of damage.

Dragon hunter: traps can be dodged, nearly no other forms of CC, low sustain, no damage without traps, no mobility, literally the worst in every aspect of the game.

When you fall, i will be right behind you and whisper: “Who will protect you now?”

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Posted by: EpicTurtle.8571

EpicTurtle.8571

kitten every one here (presumably DH themselves) is only talking about whether traps are overpowered or not and OP just wants them to function like all other skills in that their CD starts when they are triggered, not when they are cast. Is consistency that big of a problem to you guys? OP didn’t say one word about traps being too powerful, he’s just rightfully annoyed that the cooldown starts prematurely allowing DH and rangers to annoy him more than they should be able to with their traps.

Just because it isn’t OP doesn’t mean it shouldn’t be addressed. Likewise, since traps are apparently so useless according to y’all, you shouldn’t even care if they get “nerfed” because no one who is “good” will be taking them anyway.

To explain my point of view I have to adress why I think the skill mechanich is fine as it is. To be able to listen to others opinion you have to read what said opinion is based upon. I stated my point on why they are fine as tehy are now.

Moreover, let’s just imagine the CD only applies when someone triggers it….
Ops wrong button while leaving base, stored a trap in my base…. GUESS I’LL BE WITHOUT 1 TRAP UNTIL THE SKILL RESETS.

gee…

Obviously you’d be allowed a premature detonate skill like engi gyros or something, how are you that stupid.

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Posted by: kin korn karn.9023

kin korn karn.9023

I think the best comparison to traps would be necro’s marks, which are basically ranged traps and start CD as soon as they’re cast, as well. Not arguing for or against the OP, necessarily; but it seems to me that if we nerf one’s CD, the other really should be nerfed as well.

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Posted by: EpicTurtle.8571

EpicTurtle.8571

I think the best comparison to traps would be necro’s marks, which are basically ranged traps and start CD as soon as they’re cast, as well. Not arguing for or against the OP, necessarily; but it seems to me that if we nerf one’s CD, the other really should be nerfed as well.

Marks don’t all have a control effect on them.

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Posted by: kin korn karn.9023

kin korn karn.9023

I think the best comparison to traps would be necro’s marks, which are basically ranged traps and start CD as soon as they’re cast, as well. Not arguing for or against the OP, necessarily; but it seems to me that if we nerf one’s CD, the other really should be nerfed as well.

Marks don’t all have a control effect on them.

Neither do all traps.

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Posted by: EpicTurtle.8571

EpicTurtle.8571

I think the best comparison to traps would be necro’s marks, which are basically ranged traps and start CD as soon as they’re cast, as well. Not arguing for or against the OP, necessarily; but it seems to me that if we nerf one’s CD, the other really should be nerfed as well.

Marks don’t all have a control effect on them.

Neither do all traps.

They kinda do seeing as 9/10 DH take the daze on trigger trait.

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Posted by: kin korn karn.9023

kin korn karn.9023

I think the best comparison to traps would be necro’s marks, which are basically ranged traps and start CD as soon as they’re cast, as well. Not arguing for or against the OP, necessarily; but it seems to me that if we nerf one’s CD, the other really should be nerfed as well.

Marks don’t all have a control effect on them.

Neither do all traps.

They kinda do seeing as 9/10 DH take the daze on trigger trait.

You mentioned rangers in the OP, what about them? Or have you decided you only want to nerf DH now?

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Posted by: Seyiwaji.4082

Seyiwaji.4082

OP is right All trap, Symbole should enter cooldown only after activation.
remember how people cried about Mantras.

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Posted by: Nightmare.1234

Nightmare.1234

Ive allways wanted traps to be high skill cap skills and should have thier mechanics changed for all class

You should place the trap, when a player triggers it the skill flips to an activation skill. This then starts the cd timer. The player then gets pick when they want to set off the trap.

This helps also fix the issue of AI triggering them (small buff) to compensate the new skill level for traps they should be buffed slightly across the board for all classes.

Also they should add an after cast (1/2 sec to the trigger skill to help stop you triggering all the trap one after the other to combat powerful stacking bursts.

Death Good

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Posted by: Aeolus.3615

Aeolus.3615

OP is right All trap, Symbole should enter cooldown only after activation.
remember how people cried about Mantras.

That would be interesting.

but only after this:

Whether or not DH traps need nerfing, there are much higher priorities on the list:

1. balancing other op classes, builds and skills.
2. Buffing base guardian
3. Reworking and buffing guardian weapons (sword, hammer, mace, scepter, staff especially).
4. Rework undertuned guardian utilities and traits.
5. Probably time to refer back to #1 again.
6. Now, mayyyybe look at traps.

@Arcaedus.7290, still can u imagine how the forums would explode if all classes were more balanced, with stuff like “omg cant do nothing, i got less win buttons”

Still gw2 is ment for everyone both bad and good players, just follow gimmick.

1st April joke, when gw2 receives a “balance” update.

(edited by Aeolus.3615)

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Posted by: Arcaedus.7290

Arcaedus.7290

OP is right All trap, Symbole should enter cooldown only after activation.
remember how people cried about Mantras.

That would be interesting.

but only after this:

Whether or not DH traps need nerfing, there are much higher priorities on the list:

1. balancing other op classes, builds and skills.
2. Buffing base guardian
3. Reworking and buffing guardian weapons (sword, hammer, mace, scepter, staff especially).
4. Rework undertuned guardian utilities and traits.
5. Probably time to refer back to #1 again.
6. Now, mayyyybe look at traps.

@Arcaedus.7290, still can u imagine how the forums would explode if all classes were more balanced, with stuff like “omg cant do nothing, i got less win buttons”

Still gw2 is ment for everyone both bad and good players, just follow gimmick.

You need a good laugh every once in a while.

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Posted by: Darknicrofia.2604

Darknicrofia.2604

OP is right All trap, Symbole should enter cooldown only after activation.
remember how people cried about Mantras.

lol a SYMBOL nerf?

now i’ve really seen it all

Darknicrofia Sage – Bad Gerdian, Merciless Legend, Platinum NA Solo Que

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Posted by: OriOri.8724

OriOri.8724

kitten every one here (presumably DH themselves) is only talking about whether traps are overpowered or not and OP just wants them to function like all other skills in that their CD starts when they are triggered, not when they are cast. Is consistency that big of a problem to you guys? OP didn’t say one word about traps being too powerful, he’s just rightfully annoyed that the cooldown starts prematurely allowing DH and rangers to annoy him more than they should be able to with their traps.

Just because it isn’t OP doesn’t mean it shouldn’t be addressed. Likewise, since traps are apparently so useless according to y’all, you shouldn’t even care if they get “nerfed” because no one who is “good” will be taking them anyway.

To explain my point of view I have to adress why I think the skill mechanich is fine as it is. To be able to listen to others opinion you have to read what said opinion is based upon. I stated my point on why they are fine as tehy are now.

Moreover, let’s just imagine the CD only applies when someone triggers it….
Ops wrong button while leaving base, stored a trap in my base…. GUESS I’LL BE WITHOUT 1 TRAP UNTIL THE SKILL RESETS.

gee…

Obviously you’d be allowed a premature detonate skill like engi gyros or something, how are you that stupid.

Either this or just have them timeout along with marks. There is honestly 0 skill in laying a trap and then waiting theoretically until you logout/game is over for someone to trigger it. Its really not that complicated to just make these skills behave the same as all other skills.

And its the same thing as mantras, people wanted mantras cooldowns to start when they were used to prevent people from popping off 6 mantras practically in a row, yet traps are fine because apparently DH is a weak class atm? That’s not logical. Skills need consistency, and only then can you truly start balancing classes. Traps and marks could be buffed substantially if their cooldowns were fixed to start when they were activated instead of when they were placed

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Posted by: Ragnarox.9601

Ragnarox.9601

It amazes me how people ask to nerf the weakest class.
Literally the worst class in the game and want to make DH even worse.

Daredevils: perma-evade, most OP damage currently, can 100-0 you in seconds, most mobile class, the best dueling class.
Tempest: can tank up to 3 people alone.
Warriors: can sustain while still dealing tons of damage and don’t need to trade one for the other.
Druid: high damage+high sustain+hight CC.
Reaper: no life force = dead; full life force = you are dead.
Herald: pretty much the most OP class i have ever seen in the game.
Mesmer: annoying as hell with stealth, clones, stealth, teleports, clones, stealth, kiting you the whole day. And double moa.
Scrapper: tons of sustain, tons of damage.

Dragon hunter: traps can be dodged, nearly no other forms of CC, low sustain, no damage without traps, no mobility, literally the worst in every aspect of the game.

ppl just complain but are too lazy to make them and actually try it for 10 mins.

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Posted by: Seyiwaji.4082

Seyiwaji.4082

OP is right All trap, Symbole should enter cooldown only after activation.
remember how people cried about Mantras.

lol a SYMBOL nerf?

now i’ve really seen it all

I was referring to Necro Mark particularly