Invent a new trap!
The chain lightning damage trap sounds interesting.
I think a knock back trap would be funny, especially if it knocked back players up to 600 range in random directions, that would hit a zerg up pretty good. Imagine laying those bad boys near cliffs or on walls.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
(edited by Xenesis.6389)
I had suggested this before and I think a trap similar to Line Of Warding would be awesome. When triggered it is unpassable and ignores stability, active for say 3 seconds. It would be hilarious to plant behind a keep gate and watch an entire zerg faceplant in to it and fall back on their kitten, lol.
And for balance’s sake, it would have the same restrictions and size as a Supply Trap. Unable to place more than a few in one area, requires 10 supplies to place and a few seconds to plant and of course if not placed properly you could just walk around it.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Golem in a Box!
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
Here’s my contribution… The Finisher Trap.
For 2 mins after trap deployment (within the large radius of the trap), anyone who completes a finisher will find themselves finished (i.e. hard down) and the subject of their own finisher animation. The original target remains down (soft).
Trap expires automatically after 2mins. No limit to the number of times triggered basically denying finishers from being used for the fight in the area.
Here’s my contribution… The Finisher Trap.
For 2 mins after trap deployment (within the large radius of the trap), anyone who completes a finisher will find themselves finished (i.e. hard down) and the subject of their own finisher animation. The original target remains down (soft).
Trap expires automatically after 2mins. No limit to the number of times triggered basically denying finishers from being used for the fight in the area.
Kind of like an area reflect finisher move, nice I like that would be hilarious to use on roamers.
I would go another step and have a trap that lasts for 2 mins with 1200 range, any enemies that goes down within the area is automatically finished with their own finisher. One solution to stop the rallying which people have been complaining about for some time. XD
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
Some sort of trap that took a large number of people to trigger could be interesting.Say 10 or 15 people to trip it.
Some sort of trap that took a large number of people to trigger could be interesting.Say 10 or 15 people to trip it.
They could make master versions of the traps which instead of 1 person triggering it, it requires 5+ or 10+ which would be better on zergs when they clump in the trigger spot.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
It’d be fun to have wall traps that can be affixed to tower walls and/or as tower upgrades similar to cannons/mortars. When the upgrade completes, various trap nodes appear on the outer side of towers similar to build sites for cannons, but less noticeable from afar. I’m thinking traps along the line of flame jets or arrow traps you see in dungeons etc. They would activate when a foe enters their target area and have a cooldown based on the trap type. They could make some deadlier than others at the cost of extra supply to build.
Some ideas:
- Poison arrow (Rapid fire, hits closest enemy): Low damage w/ poison. Low supply cost.
- Flame Jets (1s AoE bursts every 3 seconds): Moderate damage w/ burning. Medium supply.
- Ice Jets (2s AoE burst every 6 seconds): Moderate damage w/ chill. Medium supply
- The Impaler (AoE with 7-10sec cooldown): Big metal spike for massive damage and stun w/bleeding. High supply.
And for Halloween:
- Mad King Thorn Trap: The Mad King’s pumpkin head bursts out of the wall and laughs to fear enemies in a cone in front of the trap, before slaying them and saying a joke. The slaying part might need to be nerfed after release, but it’d be funny the first few times!
- anti swiftness trap: removes all sources of swiftness from 20 players at max. for 30 sec
- anti golem trap: causes shutdown of 20 golems at max for 30 sec; triggered by golems
- anti siege trap: destroys heavy siege weapons like trebs and catapults upon finishing the first siege weapon for 30 sec in an area
- blinding trap: 20 players at max cause friendly fire for 10 sec
Thinking more on the reflect finisher trap and placing traps on walls, would be neat to place a one time reflect trap on doors or walls and have the first siege damage thrown at it reflect the damage back to the siege weapon. Like the first ram hit would reflect the damage back and hit the ram for 50% then the trap dies, or a catapult having the stone ball reflect back and hit it for 50%.
North Keep: One of the village residents will now flee if their home is destroyed.
“Game over man, Game Over!” – RIP Bill
Asuran Teleportation Trap: It’s suposed to teleport the enemies to the sun… But it only have power to send them back to their spawn…
WvW Rank 3800 (Platinum Veteran) – PvP Rank 69 (Shark) – 25,9k Achievment Points
Mërcenaries [Sold] – Ferguson’s Crossing
A skill trap. When triggered, it increases the skill level of bad players by 200%.
Here’s my contribution… The Finisher Trap.
For 2 mins after trap deployment (within the large radius of the trap), anyone who completes a finisher will find themselves finished (i.e. hard down) and the subject of their own finisher animation. The original target remains down (soft).
Trap expires automatically after 2mins. No limit to the number of times triggered basically denying finishers from being used for the fight in the area.
That is a terrible idea………
Teleportation Trap: When triggered, the next X enemies that pass through this trap get teleported to a nearby location (max range is the same as a Mesmer’s Portal). For best lethality, place the exit trigger at the edge of a nearby cliff or from the top of a high building.
Tar Pit: When triggered, the next X enemies that pass through this trap are immobilized for the next 10 seconds. Likely to be highly lethal when used in conjunction with defensive siege.
Hallucinatory Trap: When triggered, the next X enemies that pass through this trap are afflicted with Hallucinatory Spores for 30 seconds, with all the usual effects that this causes. (The biggest hindrance will probably be the inability to clearly see red names and your allies.)
Mad King Says! Trap: When triggered, the next X enemies that pass through this trap must do what the Mad King Says (the same skill bar scrambling effect) within 5 seconds, or be downed. The requisite command for what the Mad King Says is random for each individual player.
Here’s my contribution… The Finisher Trap.
For 2 mins after trap deployment (within the large radius of the trap), anyone who completes a finisher will find themselves finished (i.e. hard down) and the subject of their own finisher animation. The original target remains down (soft).
Trap expires automatically after 2mins. No limit to the number of times triggered basically denying finishers from being used for the fight in the area.
That is a terrible idea………
I’m guessing you must play a Thief in WvW. I’ve always hated stealth finishing.
Game Designer
Good discussion here guys. We’ve got our own list of potential future tricks and traps, and while I can’t go into detail on what’s in the works, I can give you guys insight into some of the guidelines we try and follow when creating these.
Specifically there are a few WvW traps abilities that we try to avoid:
- Traps that can instantly kill players. We don’t want you to be able to passively wipe a group by stacking three invisible explosive traps on top of each-other. That said, we are more open to these types of traps as long as there is some counterplay available (like the trap has a visible land mine effect, or gives the group warning to dodge away quickly before it explodes.)
- Traps that summon additional combatants (guards, creatures, golems, etc.) This is more for server performance concerns (skill lag.) While we have exception to this in WvW already, the idea is to avoid making the problem worse.
- Traps that are functionally extremely similar to an existing profession skill. Ranger Spike Trap, Thief Needle Trap, etc. Similarly we probably wouldn’t do a trap that just applies a standard condition to an area (Cripple, Poison, Burning, etc.)
(edited by Tyler Bearce.3427)
By far the best would be some kind of anti-siege trap.
It could be fairly simple, essentially Retaliation vs. siege equipment.
I’m happy we got a reply, don’t shoot the messenger.
What about a beneficial trap? Requires enemies to trigger, but gives a benefit to allies in a certain radius? Best used to turn a ZvZ fight around or give defenders an edge.
I think one good use for traps is to punish clichés. And one of the biggest in WvW is the zerg/blob.
Asuran Teleportation Trap: It’s suposed to teleport the enemies to the sun… But it only have power to send them back to their spawn…
Some sort of trap that took a large number of people to trigger could be interesting. Say 10 or 15 people to trip it.
Teleportation Trap: When triggered, the next X enemies that pass through this trap get teleported to a nearby location (max range is the same as a Mesmer’s Portal). For best lethality, place the exit trigger at the edge of a nearby cliff or from the top of a high building.
With that in mind, I’m liking the above concepts. It doesn’t violate the guidelines listed by Tyler and it will help slow the momentum of large blobs. Or reduce their numbers to that feasible for counterattack.
So my extension of Jeknar’s Asuran Teleportation Trap: Sets a trap with radius 1200. If 15 enemy players are ever simultaneously on it, trap is triggered and places a buff on all enemy passing through it in the next 3 sec (including the 15 that triggered it). After 3 sec, all payers with the buff are teleported back to map spawn.
We’ve got our own list of potential future tricks and traps
“- Dev Trap, last 24h. Place it at safezone waypoint and see if any of the devs visit www. For each succesfull catch you recive one token worth 1c at vendor”
A Skritt is dumb. A group of Skritt are smart.
A Human is smart. A group of Humans are idiots.
Here’s another idea:
Siege hotfoot trap: Small AOE (approximately the footprint of a trebuchet). Instant deployment. Costs 5 supply to set up. When triggered, any enemy player caught in trap cannot operate siege for next 5mins.
Useful for: If an arrow cart user seems particularly good at firing into impossible corners. So good it seems like he’s using hacks. So send out your thief and set it up besides him.
This idea is inspired by some players using hacks in WvW and this will effectively remove their involvement in the battle. It shouldn’t affect a group of legit players since anyone else could probably take over. However, if the group is benefitting from a hacker, well the hacker just became non-operational. Whole group will need to be hackers to keep benefitting.
We’ve got our own list of potential future tricks and traps
“- Dev Trap, last 24h. Place it at safezone waypoint and see if any of the devs visit www. For each succesfull catch you recive one token worth 1c at vendor”
I like the play on “Death Trap”.
Fatigue trap- causes full cd of skills when passed through it
Hm… Since my initial idea goes against one of the guidelines, similar to another professions ability, how about;
Launch Mine: 1,200 range (same shape/size [rectangular line] as a supply removal trap) effects a maximum of 20 players, when activated the trap will launch all players within range.
Launching multiple people would mean all affected players are temporarily incapacitated until they are able to stand up again. This would be excellent for preventing tower/keep/castle/camp captures or throwing people over tower walls before they reach the lord for example.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
A skill trap. When triggered, it increases the skill level of bad players by 200%.
Only plays thief.
Calls others bad.
On topic:
Launch trap needs to exist.
PvP modes are the “endgame” in every MMO.
Stop failing at PvE, start fixing PvP/WvW. Thank you.
A skill trap. When triggered, it increases the skill level of bad players by 200%.
Only plays thief.
Calls others bad.
"
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Your name makes it perfect
(edited by Penguin.5197)
Fatigue trap- causes full cd of skills when passed through it
I was thinking of a trap like this too, but it has the potential to completely shut down an attacking enemy force if placed in chokepoints. With my earlier suggestions, there are at least ways one can counter them.
Teleport Trap: Because the exit point must be placed on safe ground, if the players running through the trap stop instantly, they have a decent chance to avoid falling to their death. Therefore, the most effective use of the trap may not be as lethal falls, but instead placing it at the bottom of cliffs etc. so it forces a large part of the enemy force to have to run back to the assault.
Tar Pit: Condition removal works to remove the immobilize.
Hallucination Trap: The effects can be “ignored”, or removed with Antitoxin Spray. (Hey, finally a use for that useless skill!)
Mad King Says Trap: Each player has the chance to avoid the penalty by performing the correct action.
FYI I also have a mesmer, warrior and guard at 80. I also am working on a Ranger and necro. So this “plays only thief” assumption is just a byproduct of you getting mad at me in the past. I’ve moved on and so should you.
On Topic: I would like to see an Anti-Golem Mine that explodes and disables them for 10s.
Another is for anti-zerg purposes which I would like to call a Napalm Mine. Basically when 5-10 people enter its radius, it explodes and generates a field that damages them every second and causes burning. Great for defending doors.
Anti-Golem mine has good potential, although the cost to make one should be extremely high given it could take out multiple golems at once and the cost for each golem.
Napalm mine is a bit too similar to Burning Oil, I think.
Glue/Frostbite trap: a trap that have a big circular area of effect (something like 480 radius, the double of well of corruption) and when detonated leave behind a persistent field (15/20 seconds) that hinder movements of people inside, with the activation radius smaller (something like 100 units, so the hindering field will spawn even a little behind who activated it).
This trap can serve many purposes: can slow down or scatter a zerg. can trap the enemy in a choke point or under the fire of seige weapons, can disrupt a charge, can grant an escape route if placed behind and so on, or force the use of a portal to pass through,
adding more depth and strategy to WvWvW-
My trap and trick ideas would be:
Remote Detonation Traps: The same traps that we currently have but with remote a remote detonation function. This would allow scouts to more efficiently hit their desired targets while lacking the luxury of auto-cast if they’re not paying attention.
Electro Magnetic Pulse(EMP) Trap: It’s been mentioned on a lot of forums and I think it could be good. Basically, it’s a trap that would only proc and work on golems and would basically stun a golem for a few seconds, 3-5sec imo and doesn’t stack with multiple trap procs. With this I think could be a good way to counter mass golem rushes so the defending side could have a little more time to respond.
Supply Pack Trick: Whenever you spend supply for this trick you get a pack that allows you to carry 50 additional supply. This pack functions like golems and costumes in that you have your own skillset while in them and can take them in water without it being dropped like if you were carrying siege. If you need to use your regular skills you can drop your pack with the skill that lets you drop it, but it becomes vulnerable to attack and has a despawn timer of 10mins while on the ground. The skills while carrying the pack would be stuff that is clunky and more short ranged focused fire so that the pack is encouraged for ninja like play, instead of a complete zerg carrying them.
Trapsweeper Trick: All traps that are within 1200 range when this is used are safely destroyed. With this, my idea is of a counter to the remote detonation and emp traps, so people have to play somewhat smart with their trap placement with certain groups. Also, this trick shows when it has destroyed traps but doesn’t let you see traps themselves.
(edited by Ultimaistanza.4793)
Traps that have a persisting area effect. Drop one and an enemy steps on it, it has an effect that will linger in the area if the enemy is stupid enough to stand in it. Boon stripping traps that do this as well as ones that make any allies standing in the radius completely immune to conditions for the duration of the trap if they stay in the area.
Anti-Golem mine has good potential, although the cost to make one should be extremely high given it could take out multiple golems at once and the cost for each golem.
Napalm mine is a bit too similar to Burning Oil, I think.
That’s the point lol
I think knockback/fear traps are too powerful, especially in EotM, the same goes for Teleportation Traps, if they send you back to spawn.
If you handle Teleportation Traps like mesmer portals, where the trapper determines the portal exit, it is highly susceptable to exploiting by “spies” on your server, if the portal exit can be placed inside a structure.
I like the idea of a boon stripping trap and also the concept of “Master Traps” that are only triggered by 5/10/20 people.
Traps that are triggered by and affect siege weapons look also interesting. They can be triggered by either the first siege weapon built on that spot (or a golem passing through) or after 3 weapons deployed. Something like a sandstorm trap for example that slows down the gears of the siege for a couple of minutes.
Negative effects could be slower movement speed for golems, longer skill cooldowns or lower damage.
Transformation Traps could also be fun. They will transform you either into a Moa for 3-5 seconds (which could be a bit OP) but i guess it will resemble the Mesmer skill to good to be implemented. A softer option would be to inflict a regular transformation out of which the enemy can immediately opt out of by pressing 1 (not so good) or 6 (good).
Just imagine the enemy zerg running over one of those and being transformed in a herd of jackalopes, quaggans or bobbleheads!
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
as a small goup roamer who sometimes drops supply traps to try and make zergs less likely to follow me/us with 30+ guys:
-mobility trap/barbed wire: after a player steps on it, a barbed wire fence pops from the ground giving him a 3% movement speed debuff. every next players adds 3% to the debuff. so the 5th player would have 15% movement speed penalty, the 10th would have 30% and the 20th would have 60%. capped at 66% penalty, debuff lasts 10 seconds and is unaffected by condition removal or condition duration. trap persists for 10 seconds after acivation, this timer is reset whenever someone new steps on it
-anti ress trap. casts a debuff that causes downed players to take 50% longer to revive and stomped players get sent back to the nearest uncontested waypoint. can only be triggered if more than 5 players pass through it in a short (5 seconds?) time. instant ress skills like warbanner only refill some of the downed players health instead of full ress.
-reverse portal trap. works like an unavoidable spectral recall/mandatory portal. after being triggered a debuff shows up on the players. 10 seconds later players get sent to the original trap location.
engie roaming vids: http://www.youtube.com/channel/UC9NnXVfY4vRU1F-X7b1Oorw/videos
(edited by Maskaganda.2043)
If we want to implement more diverse traps and tricks we should also have a look at their acqusition, so they cant be spammed all over the place. Right now they only cost badges and karma which is quite easy to come by in wvw.
Maybe there should be daily limits on how many 1 account can purchase each day, especially for some of the ideas that seem a bit more powerful than what we have right now.
Crafting could be an obvious choice, just add a 9th crafting profession. Higher tiers that enable you to craft more powerful traps and tricks need to be unlocked by spending rank points.
Another idea is to tie its aquisition to guild upgrades, just like guild siege, which has a 10 min cooldown between each placement.
Bloin – Running around, tagging Keeps, getting whack on Scoobie Snacks.
My ultimate trap idea:
The Shino trap: turns all of those affected by it into moa birds for ten seconds (radius 1200) (requires 15 supply to complete) I want it to happen so much it hurts!
Aurora Glade EU [JUST] roamer
All is vain: https://forum-en.gw2archive.eu/forum/pvp/pvp/gf-left-me-coz-of-ladderboard/first
(edited by Silent Shino.7239)
Because everything else in wvw it’s perfect,let’s waste time for new traps.
Specifically there are a few WvW traps abilities that we try to avoid:
- Traps that can instantly kill players. We don’t want you to be able to passively wipe a group by stacking three invisible explosive traps on top of each-other. That said, we are more open to these types of traps as long as there is some counterplay available (like the trap has a visible land mine effect, or gives the group warning to dodge away quickly before it explodes.)
- Traps that summon additional combatants (guards, creatures, golems, etc.) This is more for server performance concerns (skill lag.) While we have exception to this in WvW already, the idea is to avoid making the problem worse.
- Traps that are functionally extremely similar to an existing profession skill. Ranger Spike Trap, Thief Needle Trap, etc. Similarly we probably wouldn’t do a trap that just applies a standard condition to an area (Cripple, Poison, Burning, etc.)
Concerning the visibility of “instant death traps”
>> Please don’t. As soon as sparkly effects are up you can’t see anything that is on the ground, like another red circle or a blinking mine. Instant down/death traps should not be an option.
Concerning summons
>> Understandable, but it would have been a good thing to kill off lone roamers e.g.
Concerning skill mimicry
>> Why not? Is there a reason behind this statement? Slowing people at choke points would be extremely helpful for defenders. With the “one trap per player” limit you can’t really mess up a a lot of balance issues if you can’t build another trap in a perimeter of perhaps 360 units (same as circle of meteor shower)
PS: Trap mastery WvW skill is defensive ability we lack for a year now. We need more defensive stuff, because that does not drag along fights, but allows tactics.
Still keeps a volume of Kurzick poems ;)
Throwing in a couple ideas for new traps.
Bureaucracy Trap
Slows down building and repairing for 60 seconds.
There is only 1 build/repair tick at the end of the progress bar instead of usual 5 ticks.
Enemy players affected receive a debuff like Revealed.
Radius 1200. No stacking.
Paranoia Trap
Displays nearby afflicted enemies as orange dots on the map for 60 seconds.
Includes stealthed players.
Enemy players affected receive a debuff like Revealed.
Radius 1200. No stacking.
Little Bird Trap
When triggered a mark appears on map for all friendly players in WvW at trap location for 30 seconds.
Tooltip over the mark says “31 green players, 3 blue players, 0 red players in area”. Area radius 1200.
No trigger animation for the enemies.
This won’t hurt [Much]
Ring of Fire
(edited by Korgov.7645)
I used to think about an anti-zerg Bottleneck Trap. When triggered, it creates a block with a passway which lets only X number of players pass. Several options on how it is shut down:
- After the limit is hit, the passway closes and starts a timer for N seconds, after which the gate self-destroys.
- After the limit is hit, the people inside have to destroy the power regulator to shut down the trap.
- After the limit is hit, the people inside have to solve a small puzzle – maybe something as simple as activating X (or X-N for noobproofability) levers simultaneously, similar to panels in Harpy fractal.
- After the limit is hit, the timer starts, and when it runs out, it lets X more people to pass. After N cycles, the trap runs out of power and self-destroys.
Good discussion here guys. We’ve got our own list of potential future tricks and traps, and while I can’t go into detail on what’s in the works, I can give you guys insight into some of the guidelines we try and follow when creating these.
Specifically there are a few WvW traps abilities that we try to avoid:
- Traps that can instantly kill players. We don’t want you to be able to passively wipe a group by stacking three invisible explosive traps on top of each-other. That said, we are more open to these types of traps as long as there is some counterplay available (like the trap has a visible land mine effect, or gives the group warning to dodge away quickly before it explodes.)
- Traps that summon additional combatants (guards, creatures, golems, etc.) This is more for server performance concerns (skill lag.) While we have exception to this in WvW already, the idea is to avoid making the problem worse.
- Traps that are functionally extremely similar to an existing profession skill. Ranger Spike Trap, Thief Needle Trap, etc. Similarly we probably wouldn’t do a trap that just applies a standard condition to an area (Cripple, Poison, Burning, etc.)
Please, please, please no to the first one. It will be highly abused and destroy open-field combat.
Two. I could see this working but the roamers won’t be happy. You could lay one down and easily bait a person back to the trap if you get low. It would really hurt the roamers that we have left.
Three. This is the best one here as long as they all deal about the same damage with varying conditions/boons.
Warning bell trap, when enemy run over it a “warning bell” show on map, it show like White 0-5, green 6-14 blue 15-24 red 25+ or something like that and it stay on the map for ~10sec.
What if the new trap is somewhere between a trap and a siege? A deffensive bouble what absorbs every incoming ranged or aoe dmg and cc for X time or absorb Y amount of ranged or aoe dmg and cc effects?
The heavyly sieged objects are just kill fun
Just the WvW
R3200+
Disrupting trap – after triggering applies 30s debuff which can’t be cleansed. Every 5s causes 1s daze.
Retaliation trap – after triggering all targets hit by enemy are considered to have retaliation. Possibly if target already has retaliation attacker can take double damage.
Cleansing trap – after triggering crates area which cleanses one condition every 5s. Duration 20s.
Disease trap: 1 stack of poison. Duration 10s. Every 5s it spreads/stacks to 5 others in 300 radius.
Quaggan trap: Create a 1200 radius pool that removes all stacks.
oooOOOooo Quaggan relax.
Diversion trap: Puts orange sword icon on the map for 30 seconds.
Mark of Death trap: Puts Anet icon in player name, extra exp for killing the player.
By far the best would be some kind of anti-siege trap.
It could be fairly simple, essentially Retaliation vs. siege equipment.
Some kind of trap that destroys siege build sites or delays the ability to put supply into them might be nice. Could work well to buy time for defense if you spread them around the common siege spots.
Spy Trap – A trap that would reveal the location of an enemy on the map for x amount of time
Anti-siege – cripples, destroys, or delays siege placement
Fatigue trap – Drains an enemies energy. Similar traps could cause enemies to run at half speed or something
Spring trap – Theses knockback/move an enemy a considerable distance. Kind of like a spring pad in a cartoon.
Decoy trap – A trap that makes the enemy see fake players on the map. Springing the trap would cause the player to see a fake zerg chasing them.