Traps rework
Then traps should not be activated by pets, nor should players can simply dodge through it then.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
And stealth+super speed from Rune of the Trapper should last for 3-5 sec, so you could spam same trap to be permanently on super speed.
And stealth+super speed from Rune of the Trapper should last for 3-5 sec, so you could spam same trap to be permanently on super speed.
When Rune of the trapper first came out it was 4 seconds of stealth/superspeed. Then they nerfed it to 2 seconds and it became useless…
Please, trap should take time to be put on the ground.
Instant trap are not “fair” to other abilities that take time to do.
It takes more time to lay a trap than deploying a healing turret, isn’t?
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@ Journdelune
Then give us another method to survive a cc+burst attacks without instantly placing a Stun trap on the ground. You have to realize that this helps our survivability tremendously too… when a Guardian is already terrible at it. It’s not just some burst damaging utility. That may be something you see as the player but for us, we need it to be instant.
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@ Journdelune
Then give us another method to survive a cc+burst attacks without instantly placing a Stun trap on the ground. You have to realize that this helps our survivability tremendously too… when a Guardian is already terrible at it. It’s not just some burst damaging utility. That may be something you see as the player but for us, we need it to be instant.
But you have as many survival abilities without traps as every other class already.
And the stun trap is one of a very short list of skills game-wide that both works offensively and defensively, and it’s on a relatively short cooldown for how powerful it is.
Which is why trap guard is such a heavily played spec… wait a moment.
Medihunter is the only significant trap build in the PvP game, and even that is only a second-tier build.
That said, I’m not sure the idea of being able to retrieve them would really help trap specs. The reaon traps aren’t used is because there’ too many ways to avoid them- Physically don’t go in them, invuln through them, dodge through them… and most traps require an enemy player to stay in them for some time (or in ToF’s case, bounce back and forth). There’s simply too many factors at play at once.
But you have as many survival abilities without traps as every other class already.
And the stun trap is one of a very short list of skills game-wide that both works offensively and defensively, and it’s on a relatively short cooldown for how powerful it is.
DH have many survival abilities so now you want to take their burst too? why not tell anet to make DH into another bunker support build like ele?
before asking for a nerf, ask yourselves whether you will take that skill or not if the rework taken effect.
Will you take a skill that have cast time, activation time, deactivation time. can be dodged, invul, and triggered by minion/pet. and don’t give you full damage as it stated because it need enemy to stay on it to take full effect? Isn’t it better to take another skill that have same burst and more hard to dodge?
This is the reason why we won’t get build diversity or balance. because anet always listen to nerf thread which should have been a L2P issues rather than buff another skill that not viable in pvp or nerf OP skill.
Traps do not seem to work like ‘traps’ at all except for them getting hidden. Most people do not even bother to use them as traps. Too often they use them more like necromancer marks. Laying them right in the middle of battle under the enemy instead setting them, then trying to get the enemy to step in.
Traps could use some changes to return to their toots as tactical tools and deterrents. Something you actually want to avoid, not something you glace over.
- Traps should take a small time between their placement and when they are ‘armed’ and can trigger. The combined duration between activation time and arming time should never be less than 3 seconds. For example, it could be 1.5 and 1.5. Or 1 and 2.
- Once triggered, traps that pulse should leave a small window of time to react and evade out of it before it springs and starts pulsing. Something like 0.75s. Single effect traps like thief traps should remain instant.
- Traps should go on cooldown when triggered, and refresh instantly when expired without triggering. While a trap is set, it could get a sequence skill to ‘recover’ the trap. That removes the trap AoE, but refreshes the cooldown so it can be placed again faster than if it has triggered. These recover skills could have other effects when traps are traited. For example, recovering a Viper’s Nest could remove any stacks of poison on the user, and if poison was removed, the next Viper’s Nest placed during the next 60 seconds would deal 1 extra stack of poison.
- Traps should not be invisible to members of a team if anyone on that team saw the trap being set. If you see someone set a trap, your allies should know there’s a trap set there without you having to tell them by chat or voice. AoE reveal skills could also reveal traps.
- Enemies cloaked by stealth or hide in plain sight or similar effects should not trigger them. But if they lose the cloak right on top of the trap, they should trigger the trap right then without having to leave and re-enter the triggering area.
- Evading over a trap should not trigger them either, but as I said before, it’ll be possible to evade out of some of them right before they spring, so it would still be possible to force them to spring and get out of them, just requiring a bit more skills.
- The triggering pulse should always stay unblockable as a general rule for traps, but not any pulses after the first one, that’ll be in a case per case basis.
- The same trap should not be stackable with itself. It two players lay the same trap on the same location, only the strongest effects from each would take place on the overlapping areas, making more effective to spread traps than stacking them.
- The previous changes would make traps a more tactical tool, but they will also weaken them a bit, so to compensate the previous changes that make them a bit easier to avoid and less stackable, traps should be more powerful and dangerous when they do hit. If a ranger and a dragonhunter where to stack all of their traps in one place, not getting out of there, getting invulnerability or blocking after the trap springs would often result in instant downing without damage-decreasign effects, sending a pet to trigger such a stack of traps would often result in sacrificing the pet too, if it isn’t one of the high toughness and vitality pets.
Rangers should also get an elite trap to complete their set. Something like this would do:
- Heavy Log Trap:
- Lay a trap that releases a heavy wood log at the enemy when triggered. The log will swing 4 times, then drop. Hitting up to 5 enemies each time.
- Swings: Each swing of the log pushes enemies in the direction the log is moving (very short distance, 180 units or so), deals moderate direct damage and 4 stacks of torment.
- Drop: The drop deals considerable direct damage, weakness and if any of the enemies it hits is downed and has less than 20% downed health, they are instantly defeated.
Thieves should also get healing and elite traps. It could be something like this:
- Leech trap:
- Heals a bit when placed. When it triggers, steals health from the targets based on your remaining health. The lower your health, the more health is steals.
- Larcenous trap
- Longest recharge of all traps. 90-120s at least.
- When triggered, the Steal skill is recharged and any traits that affect Steal will also affect the one enemy who triggered it. This enemy and up to 4 other enemies caught in the area take damage and suffer 4s of slow. For each enemy slowed, the thief gains 3s of quickness, up to 8s.
I think those dream changes would make traps more fun and tactical instead being just dps AoEs.