guard traps?
Ya, and necro chill hits for 1k+
Yeah, traps are basically impossible to dodge nowadays. They practically suck you in. Also, You can never see them coming neither, because you know, the Guardian has no trap setting animation.
Ya, and necro chill hits for 1k+
ill take the 1k hit over losing 15 k hp in a guards trap stacking
On a more serious note, yes the traps can kill a player very quickly. But that is highly unlikely to happen. Guard Traps are real easy to dodge.
i have seen guards take out 3 people in less then a few seconds.
yea, server 002 in hotjoin is a great environment to gauge balance
Guards are weak and they got even worse since the patch.
Avg players or better dodge, immune or send in pets to trigger the traps. After that they kill the dh quite easily.
Sry but this has been clear since season 1: Guardian traps a re a l2p issue.
Besides, for whatever reason guards have realtively strong utitlity skills for combat and applying damage. In contrary their weapon skills are relatively weak.
So if the traps got weakened to be more in line with thief or ranger, there would need to be a shift in favour of the weapons, subsequently decreasing the access to burns on other utility skills, leading to…
Well, you know what I mean. Another class that could use a redesign, but you cant just change one aspect and leave the rest.
Yeah, traps are basically impossible to dodge nowadays. They practically suck you in. Also, You can never see them coming neither, because you know, the Guardian has no trap setting animation.
They totally have a setting animation, which doesn’t help much if you are already standing in the radius as it is set.
I’m a guardian, and notice that most players have learned to mitigate my traps to the point where I find them only useful to drop in close range combat.
The real problem with guard traps was, and I say was, threefold:
1) A guard could and often did lay traps out of combat so that they were back off CD by the time you hit them. While you were trying to deal with the ones that just went off, he’s recasting them while you’re stuck.
2) A sneaky, IE good, guard could lay them in all sorts of places you don’t expect. As a druid I can shoot (teleport/comet) over the point and trigger them without getting hurt. But the sneaky ones will lay a trap at the top of the stairs in Niflhel or potentially at the creature or in the middle of the door you run through between mine and keep. That’s just good play, I compliment it… but it shows that the traps aren’t nearly as easy to dodge or blow through as people think because they’re not always where you expect them to be.
If it were me, I’d put the trap just after the point so people dodge into it instead of over it.
3) They were provably OP. This is not an opinion, it is fact. Here’s why (better players who would use Signet of Stone, see the end of this.)
I play a support druid, my team loves it that way and it works for us. If I see 2 or more DH’s I swap to Cleric/Dwayna or possibly Cleric/Earth. I also run 3 glyphs, all traited for healing seeds. I also run 2 shouts, traited for regen and swiftness. Now…
I hit a trap and know I can’t get out. So now I blow all 3 glyphs because the seeds take a couple of seconds. I then blow a shout(regen) and after that I blow my heal (also more regen) because by this time I’m down enough that I’m not wasting it. Then I use Staff 5 (water field) and blast it for an area heal. Then before I can flip to avatar…
I die.
If you think I could just avatar and out heal it then you clearly don’t play a druid. Your normal heals do a lot for you and a little for others. The avatar does a lot for others but very little for you.
All of this means that a DH could lay 3, maybe 2 utilities and kill a druid with tons of both toughness and healing power, who blows 5 defensive CD’s and uses a combo.
That, by any reasonable definition, is OP.
Better players sometime have signet of stone and laugh at the traps… the first time. But the DH most likely laid those traps a while ago so the CD is already back up.
And your signet of stone won’t be back up for over a minute.
One of the best things they could do for the DH traps is shorten, yes shorten, their CD but make it so the CD doesn’t start until the trap triggers. That way they couldn’t hit you with them twice in rapid succession.
All that said, let’s see what these new changes bring. A 7% nerf and max 10 hits will help… how much is something we will only know with time.
(edited by Voluptus.3509)
if you died to a guardian that runs 4 traps, you deserved the death…
Honestly if you complain about dying to a trap you deserve to die. You need to learn to play and learn to dodge appropriately. There IS a trap setting animation and you can dodge through every trap. Blocks also work against traps, and you can send in minions, pets, and illusions to trigger them.
The average player doesnt even die to traps. The only people who die are people who do not know their class or do not know the game. But because so many people flocked to pvp with the release of leagues complaining about how OP traps were, DH has been nerfed repeatedly into the bottom tier of pvp. In the last few ESL seasons, there was only 1 DH fielded by any team. If you still complain about DH traps after multiple nerfs, you need to take a look at your own playstyle.
Can we make ranger traps on par with DH traps now?
Can we make ranger traps on par with DH traps now?
and while we’re at it, can we make guardian healing on par with druid?
People complained about the traps being too strong, so they reduced the damage on True Shot and made it harder for none trap builds to kill anything, forcing people to use traps even if they didn’t want to… problem solved ><
Can we make ranger traps on par with DH traps now?
Thieves could use actual traps also instead of pranks.
Can we make ranger traps on par with DH traps now?
and while we’re at it, can we make guardian healing on par with druid?
This is not even a comparison.
Druid is an elite spec that SOLELY REVOLVES ON HEALING
heck, even the class mechanic is 4/5 healing, Staff is 4/5 healing lol, no comparison
Can we make ranger traps on par with DH traps now?
and while we’re at it, can we make guardian healing on par with druid?
This is not even a comparison.
Druid is an elite spec that SOLELY REVOLVES ON HEALING
heck, even the class mechanic is 4/5 healing, Staff is 4/5 healing lol, no comparison
Darknicrofia made a good point. Last I checked, “Hunter” is part of the elite spec name that Guardians now are.
Why the heck would we want Druid’s core trap utilities on par with Dragonhunter’s elite spec traps? Back to point, you might as well make our core bunk supports as relevant as Druid’s Elite spec bunk supports… just not going to happen.
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Can we make ranger traps on par with DH traps now?
Fire trap and spike trap are on par with DH traps already. I agree poison and chill need some rework though. The problem is running 2 traps doesn’t give you much wiggle room to run stun breaks and/or condi cleanses.
Can we make ranger traps on par with DH traps now?
Fire trap and spike trap are on par with DH traps already. I agree poison and chill need some rework though. The problem is running 2 traps doesn’t give you much wiggle room to run stun breaks and/or condi cleanses.
how is even dazing traps on par with cripple traps? lol.
Can we make ranger traps on par with DH traps now?
and while we’re at it, can we make guardian healing on par with druid?
This is not even a comparison.
Druid is an elite spec that SOLELY REVOLVES ON HEALING
heck, even the class mechanic is 4/5 healing, Staff is 4/5 healing lol, no comparison
so your core spec utility skills should be as strong as DH’s elite spec utility skills because you said so, but the other way around is no bueno?
and news flash, GUARDIAN is a class that revolves around…gasp…guarding? why shouldn’t base guard have at least viable support compared to a class that uses a pet as its class mechanic?
how is even dazing traps on par with cripple traps? lol.
0.5 sec daze is barely noticeable. Added to this, you can dodgeroll out of them very easy. I won’t take into account Dragon’s Maw, because ranger doesn’t have an elite trap.
Spike trap does more CC with knockdown + cripple and you can’t dodge it. Flame trap doesn’t have CC(besides cripple), but with 12 seconds cooldown it does a kittenload of damage. Combine it with the plentiful immob that druid has and it really shines.
If ranger had any proper sustain on his weapons(besides dancing around with sword/dagger), trapper druid would be truly cancerous.
how is even dazing traps on par with cripple traps? lol.
0.5 sec daze is barely noticeable. Added to this, you can dodgeroll out of them very easy. I won’t take into account Dragon’s Maw, because ranger doesn’t have an elite trap.
Spike trap does more CC with knockdown + cripple and you can’t dodge it. Flame trap doesn’t have CC(besides cripple), but with 12 seconds cooldown it does a kittenload of damage. Combine it with the plentiful immob that druid has and it really shines.If ranger had any proper sustain on his weapons(besides dancing around with sword/dagger), trapper druid would be truly cancerous.
0.5, 0.1, 0.3 daze is still a daze, still a CC very useful in cleaving, interrupting, etc.
Spike trap is 1 shot trap, evade it and it does nothing on a 45 second CD.
Also, ranger traps do not grant boons.
Also, ranger traps do not have a stun breaker either.
how is even dazing traps on par with cripple traps? lol.
0.5 sec daze is barely noticeable. Added to this, you can dodgeroll out of them very easy. I won’t take into account Dragon’s Maw, because ranger doesn’t have an elite trap.
Spike trap does more CC with knockdown + cripple and you can’t dodge it. Flame trap doesn’t have CC(besides cripple), but with 12 seconds cooldown it does a kittenload of damage. Combine it with the plentiful immob that druid has and it really shines.If ranger had any proper sustain on his weapons(besides dancing around with sword/dagger), trapper druid would be truly cancerous.
0.5, 0.1, 0.3 daze is still a daze, still a CC very useful in cleaving, interrupting, etc.
Spike trap is 1 shot trap, evade it and it does nothing on a 45 second CD.
Also, ranger traps do not grant boons.
Also, ranger traps do not have a stun breaker either.
The traps are set up for 2 different play styles…its unrealistic to compare them especially beimg they are on 2 classes that have completely different game mechanics, weapon skills, and traitlines
Papa’s Lady Luck- Necro
(HELL)
how is even dazing traps on par with cripple traps? lol.
0.5 sec daze is barely noticeable. Added to this, you can dodgeroll out of them very easy. I won’t take into account Dragon’s Maw, because ranger doesn’t have an elite trap.
Spike trap does more CC with knockdown + cripple and you can’t dodge it. Flame trap doesn’t have CC(besides cripple), but with 12 seconds cooldown it does a kittenload of damage. Combine it with the plentiful immob that druid has and it really shines.If ranger had any proper sustain on his weapons(besides dancing around with sword/dagger), trapper druid would be truly cancerous.
0.5, 0.1, 0.3 daze is still a daze, still a CC very useful in cleaving, interrupting, etc.
Spike trap is 1 shot trap, evade it and it does nothing on a 45 second CD.
Also, ranger traps do not grant boons.
Also, ranger traps do not have a stun breaker either.
The traps are set up for 2 different play styles…its unrealistic to compare them especially beimg they are on 2 classes that have completely different game mechanics, weapon skills, and traitlines
Yes they are different, I agree.
But having a stun breaker trap will also be good for ranger, its a matter of build diversity.
how is even dazing traps on par with cripple traps? lol.
0.5 sec daze is barely noticeable. Added to this, you can dodgeroll out of them very easy. I won’t take into account Dragon’s Maw, because ranger doesn’t have an elite trap.
Spike trap does more CC with knockdown + cripple and you can’t dodge it. Flame trap doesn’t have CC(besides cripple), but with 12 seconds cooldown it does a kittenload of damage. Combine it with the plentiful immob that druid has and it really shines.If ranger had any proper sustain on his weapons(besides dancing around with sword/dagger), trapper druid would be truly cancerous.
0.5, 0.1, 0.3 daze is still a daze, still a CC very useful in cleaving, interrupting, etc.
Spike trap is 1 shot trap, evade it and it does nothing on a 45 second CD.
Also, ranger traps do not grant boons.
Also, ranger traps do not have a stun breaker either.
The traps are set up for 2 different play styles…its unrealistic to compare them especially beimg they are on 2 classes that have completely different game mechanics, weapon skills, and traitlines
Yes they are different, I agree.
But having a stun breaker trap will also be good for ranger, its a matter of build diversity.
Thats true… especially with the cc creep stun breakers are more mandatory then ever before
Papa’s Lady Luck- Necro
(HELL)
how is even dazing traps on par with cripple traps? lol.
0.5 sec daze is barely noticeable. Added to this, you can dodgeroll out of them very easy. I won’t take into account Dragon’s Maw, because ranger doesn’t have an elite trap.
Spike trap does more CC with knockdown + cripple and you can’t dodge it. Flame trap doesn’t have CC(besides cripple), but with 12 seconds cooldown it does a kittenload of damage. Combine it with the plentiful immob that druid has and it really shines.If ranger had any proper sustain on his weapons(besides dancing around with sword/dagger), trapper druid would be truly cancerous.
0.5, 0.1, 0.3 daze is still a daze, still a CC very useful in cleaving, interrupting, etc.
Spike trap is 1 shot trap, evade it and it does nothing on a 45 second CD.
Also, ranger traps do not grant boons.
Also, ranger traps do not have a stun breaker either.
The traps are set up for 2 different play styles…its unrealistic to compare them especially beimg they are on 2 classes that have completely different game mechanics, weapon skills, and traitlines
Yes they are different, I agree.
But having a stun breaker trap will also be good for ranger, its a matter of build diversity.
Thats true… especially with the cc creep stun breakers are more mandatory then ever before
Incidentally, things like Lockdown mes are out because of the amount of stun breaks and stability procs from elite specs XD
how is even dazing traps on par with cripple traps? lol.
0.5 sec daze is barely noticeable. Added to this, you can dodgeroll out of them very easy. I won’t take into account Dragon’s Maw, because ranger doesn’t have an elite trap.
Spike trap does more CC with knockdown + cripple and you can’t dodge it. Flame trap doesn’t have CC(besides cripple), but with 12 seconds cooldown it does a kittenload of damage. Combine it with the plentiful immob that druid has and it really shines.If ranger had any proper sustain on his weapons(besides dancing around with sword/dagger), trapper druid would be truly cancerous.
0.5, 0.1, 0.3 daze is still a daze, still a CC very useful in cleaving, interrupting, etc.
Spike trap is 1 shot trap, evade it and it does nothing on a 45 second CD.
Also, ranger traps do not grant boons.
Also, ranger traps do not have a stun breaker either.
The traps are set up for 2 different play styles…its unrealistic to compare them especially beimg they are on 2 classes that have completely different game mechanics, weapon skills, and traitlines
Yes they are different, I agree.
But having a stun breaker trap will also be good for ranger, its a matter of build diversity.
Thats true… especially with the cc creep stun breakers are more mandatory then ever before
Incidentally, things like Lockdown mes are out because of the amount of stun breaks and stability procs from elite specs XD
I know XD everything power creeped…aoe stuns, aoe stubreaks….everything. about the only class that can still solo lock a player is warrior which has tons of single target and aoe cc
Papa’s Lady Luck- Necro
(HELL)
There is no reason to using traps with DH in pvp (or LB5 – too much long cast, i will be killd before i even cast ) because nobody will be just standing there if they can easy dodge away from it, just like nobody will be just standing in symbols (even if i will catch someone he just dodge/teleport away from there
or just block the attacks for moment :P ). There is really no reason to take traps in pvp where 70% players using ranget weapon or they have so much mobillity that is impossible to catch them. When they add new weapons and specialization they should also rework most of the old at least little bit because they are ridiculously weaker at least on guardian :P. (try compare guardian hammer with new hammer on revenant or engineer there is really huge dmg, mobillity and protection difference)
I am really sorry for my english.
(edited by Daniel.1204)
I love face tanking dragon hunter traps and taking almost no damage then melting them, It doesn’t work on all professions/builds or when you’re facing a REALLY smart DH, but when it does work its pretty funny
(edited by Ellie.5913)
The game of infinite dodges.
~ There is no balance team. ~