Traps should recharge only once triggered
I’m sure this has been stated a million times already.
Traps should only begin recharging once triggered. Include an trigger flip over skill once the trap is laid if they want to destroy the trap and begin recharging to drop a new one in a new place.
More like, traps need to stay up for a period of time and then disappear like necro Marks.
+1, would be also easier to balance them.
100% agreement. The double trap + stealth trick is cheesy and OP. Traps should begin cooldown when triggered.
Alternatively you could give traps an actual meaningful cast time. It’s still stupidly easy to just spam them on point before a fight but those can be mitigated. It’s the mid fight traps that offer almost 0 counterplay outside of “don’t be anywhere near them” that are annoying. There’s also 0 flavor to them, they seem less like traps and more like your basic AoEs that happen to sometimes be used before combat.
I’d be cool with undoing some of the nerfs if there was like a second and a half cast.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
Traps simply should go on full cd once they are triggered.
Same for marks.
Trap should disappear when the trapper dies. SMH.
This is a good idea. Maybe add how many times they can hit you after activating.