More traps?

More traps?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

I’m wondering if there are going to be more traps that negatively effect all classes (not just thief and to a lesser extent mesmer). I think it’s only fair that they add in traps that do things like no attunement swap no rage generation etc. to balance it out.

Opinions?

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

More traps?

in WvW

Posted by: Leogolas.6941

Leogolas.6941

Maybe a frozen trap .
Targets get frozen for x sec but is immune to damage during frozen state.

[TSA] The Stuffed Animals
~We Are Deadly When Required~

More traps?

in WvW

Posted by: Phoenixfudge.5290

Phoenixfudge.5290

I would personally love to see:

Anti Adrenaline Trap- Drains a Warrior’s adrenaline and Warrior cannot obtain any more adrenaline for 30 seconds and all attack and action speed will be decreased by 33% this debuff will be called “Fatigue”.

Anti Attunement trap- Forces an Elementalist to stay in current attunement and puts all other attunements on CD for 30 seconds.

Anti Pet trap- Completely stuns pet for 30 seconds. All pet commands will be on CD for 30 seconds.

Anti Life Force Trap- Drains Life Force from necromancers and necromancers cannot gain life force for 30 seconds, this debuff will be called “Syphon Filter”

Anti Virtues Trap- Eliminates a Guardian’s virtues passive buffs and puts them on 30 second CD and strips all boons. Guardians cannot gain aegis for 30 seconds, this debuff will be called “Scarred”.

Anti Illusion Trap- Puts a 30 Second CD on all mesmer shatter skills and mesmers cannot create any phantasms or clones for 30 seconds, this debuff will be called “Optical Diffusion”

Anti Toolbelt Trap- Puts all toolbet skills of an Engineer on CD for 30 seconds. Engineer cannot switch kits or use any gadgets for 30 seconds, this debuff will be called “Technical Difficulties”.

Oh, and of course you can’t leave out the Anti Stealth Trap! – Thief cannot stealth for 30 seconds, this debuff will be called “Revealed”

Wait a minute…

(edited by Phoenixfudge.5290)

More traps?

in WvW

Posted by: Aytrix.4059

Aytrix.4059

Please no more traps, siege or buffs to either of those. Lets bring back the PvP to WvW not add more reasons to avoid it.

More traps?

in WvW

Posted by: Doomdesire.9365

Doomdesire.9365

Cannot use Boons for 30s
Gain no adrenaline for 30s
Cannot swap atunements for 30s
Cannot create clones for 30s
Cannot use turrets for 30s
Cannot use pet for 30s
Cannot enter any external armor for 30s(plague form, ect)

This is the WvW Anet wants. WvW trap meta where traps kill classes and karma buys wins.

More traps?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Please no more traps, siege or buffs to either of those. Lets bring back the PvP to WvW not add more reasons to avoid it.

Tbh I wish they would remove the traps. But seeing as they won’t be doing that… trying to make the most of it as far as balance : /

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

More traps?

in WvW

Posted by: Olvendred.3027

Olvendred.3027

Hahaha. Anet sees traps as, you know, traps. Things you place in advance to catch people. Not things you desperately drop in the middle of a zerg fight. So, there’s a use for an anti-stealth trap, like in stopping mesmers getting inside your position to portal. The others… not so much?

Also, it’s worth reminding thieves that your profession utilities are stealing and initiative. Not stealth.

More traps?

in WvW

Posted by: Caffynated.5713

Caffynated.5713

Who would come up with ideas that ridiculous?

Oh… wait…

80 Mesmer, 80 Thief

Main- Volke the Rogue.

“We recognize that the changes to [ele] will essentially remove it from play. In the future,
we may consider whether or not there is an incarnation of [ele] that would be viable
but balanced. For now, we do not expect it to see serious use.” – ANet

More traps?

in WvW

Posted by: solnyshko.8694

solnyshko.8694

I would personally love to see:

Anti Adrenaline Trap- Drains a Warrior’s adrenaline and Warrior cannot obtain any more adrenaline for 30 seconds and all attack and action speed will be decreased by 33% this debuff will be called “Fatigue”.

Anti Attunement trap- Forces an Elementalist to stay in current attunement and puts all other attunements on CD for 30 seconds.

Anti Pet trap- Completely stuns pet for 30 seconds. All pet commands will be on CD for 30 seconds.

Anti Life Force Trap- Drains Life Force from necromancers and necromancers cannot gain life force for 30 seconds, this debuff will be called “Syphon Filter”

Anti Virtues Trap- Eliminates a Guardian’s virtues passive buffs and puts them on 30 second CD and strips all boons. Guardians cannot gain aegis for 30 seconds, this debuff will be called “Scarred”.

Anti Illusion Trap- Puts a 30 Second CD on all mesmer shatter skills and mesmers cannot create any phantasms or clones for 30 seconds, this debuff will be called “Optical Diffusion”

Anti Toolbelt Trap- Puts all toolbet skills of an Engineer on CD for 30 seconds. Engineer cannot switch kits or use any gadgets for 30 seconds, this debuff will be called “Technical Difficulties”.

Oh, and of course you can’t leave out the Anti Stealth Trap! – Thief cannot stealth for 30 seconds, this debuff will be called “Revealed”

Wait a minute…

Ahahah =) epic!

the saddest thing about this is that “?renanet” would make “this Trap” and says that “you asked for it”.
with each new updating appears desires to remove game more and more…

Gunnar’s Hold – Guild “Halfback” [Hbck] In GW2 since 25/08/12
Youtube channel – http://www.youtube.com/user/GuildHalfback
80 Mesmer, 80 Guardian, 80 Necromancer, 80Warrior, Ranger, Elem…

More traps?

in WvW

Posted by: spiritus.7983

spiritus.7983

I wish for a light trap, to make a big column of ligt to be seen everywhere from map. No dmg, no nothing, just to warn ppl someone is there ^^

Evil, GH -Charr rule.
A Skritt is dumb. A group of Skritt are smart.
A Human is smart. A group of Humans are idiots.

More traps?

in WvW

Posted by: solnyshko.8694

solnyshko.8694

I wish for a light trap, to make a big column of ligt to be seen everywhere from map. No dmg, no nothing, just to warn ppl someone is there ^^

light signal, oh… yes!
it would be really cool !

Gunnar’s Hold – Guild “Halfback” [Hbck] In GW2 since 25/08/12
Youtube channel – http://www.youtube.com/user/GuildHalfback
80 Mesmer, 80 Guardian, 80 Necromancer, 80Warrior, Ranger, Elem…

More traps?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Hahaha. Anet sees traps as, you know, traps. Things you place in advance to catch people. Not things you desperately drop in the middle of a zerg fight. So, there’s a use for an anti-stealth trap, like in stopping mesmers getting inside your position to portal. The others… not so much?

Also, it’s worth reminding thieves that your profession utilities are stealing and initiative. Not stealth.

Dude… stealth is tied to SO much on a thief it’s not even funny. Not sure if you’re trolling or just ignorant.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

More traps?

in WvW

Posted by: Huck.1405

Huck.1405

I would personally love to see:

Anti Adrenaline Trap- Drains a Warrior’s adrenaline and Warrior cannot obtain any more adrenaline for 30 seconds and all attack and action speed will be decreased by 33% this debuff will be called “Fatigue”.

Anti Attunement trap- Forces an Elementalist to stay in current attunement and puts all other attunements on CD for 30 seconds.

Anti Pet trap- Completely stuns pet for 30 seconds. All pet commands will be on CD for 30 seconds.

Anti Life Force Trap- Drains Life Force from necromancers and necromancers cannot gain life force for 30 seconds, this debuff will be called “Syphon Filter”

Anti Virtues Trap- Eliminates a Guardian’s virtues passive buffs and puts them on 30 second CD and strips all boons. Guardians cannot gain aegis for 30 seconds, this debuff will be called “Scarred”.

Anti Illusion Trap- Puts a 30 Second CD on all mesmer shatter skills and mesmers cannot create any phantasms or clones for 30 seconds, this debuff will be called “Optical Diffusion”

Anti Toolbelt Trap- Puts all toolbet skills of an Engineer on CD for 30 seconds. Engineer cannot switch kits or use any gadgets for 30 seconds, this debuff will be called “Technical Difficulties”.

Oh, and of course you can’t leave out the Anti Stealth Trap! – Thief cannot stealth for 30 seconds, this debuff will be called “Revealed”

Wait a minute…

Don’t give the devs any ideas, they might actually look into doing stuff like this.

“You can teach ’em, but you cant learn ’em.”

More traps?

in WvW

Posted by: Phoenixfudge.5290

Phoenixfudge.5290

Well, the reason why I made up those crazy trap ideas was because the only actual trap available (besides the supply trap of course) is targeted towards the Thief class. It’s a little unfair because the thief can’t do much without stealth, much of the damage thief does requires stealth and many traits of thief are also tied with stealth. In combat, 30 seconds without stealth is incredibly detrimental to a thief. Both offensive and defensive means of the thief are tied to stealth. Why punish the thief and not any other profession? I do realize Mesmer makes use of stealth too but the Mesmer can still do a lot of damage with its other mechanics liker shatter and phantasm.

Honestly though, I think it would be pretty cool if they made an “All in one” profession mechanic disruptor trap. This would actually be quite powerful and significant. You can balance it by requiring 30 supply and by making it so that it only affect people who actually walk over it unlike the supply trap that activates as an aoe. This type of trap would be used as a legitimate defense against a raiding zerg. Unlike the supply trap, it must take planning, good placement and coordination to make full use of this “all in one” profession mechanic disruptor trap. Since it’s obvious that it would be used at the entrance of a tower or keep, organized groups will use a feint in order to avoid the trap. Mindless zergs will kill themselves in the process.

muhuhahahahaa. How’s that for idea, devs?

(edited by Phoenixfudge.5290)

More traps?

in WvW

Posted by: lLobo.7960

lLobo.7960

Silence field trap
– when activated up to 50 enemies in 1200 radius are silenced for 30secs
– silenced makes the player unable to use shouts (warrior, guard, ranger) for the duration of the debuff

More traps?

in WvW

Posted by: Kimbald.2697

Kimbald.2697

Confusion trap:
for 30 seconds everybody in the area gets a commander badge.

Wiggely, wobbely and other wombaty wabbity creatures…

More traps?

in WvW

Posted by: solnyshko.8694

solnyshko.8694

Honestly though, I think it would be pretty cool if they made an “All in one” profession mechanic disruptor trap. This would actually be quite powerful and significant. You can balance it by requiring 30 supply and by making it so that it only affect people who actually walk over it unlike the supply trap that activates as an aoe. This type of trap would be used as a legitimate defense against a raiding zerg. Unlike the supply trap, it must take planning, good placement and coordination to make full use of this “all in one” profession mechanic disruptor trap. Since it’s obvious that it would be used at the entrance of a tower or keep, organized groups will use a feint in order to avoid the trap. Mindless zergs will kill themselves in the process.

muhuhahahahaa. How’s that for idea, devs?

I have idea better: trap which gives “immobilize” for 30 seconds. impossible cures

Gunnar’s Hold – Guild “Halfback” [Hbck] In GW2 since 25/08/12
Youtube channel – http://www.youtube.com/user/GuildHalfback
80 Mesmer, 80 Guardian, 80 Necromancer, 80Warrior, Ranger, Elem…

More traps?

in WvW

Posted by: spiritus.7983

spiritus.7983

Confusion trap:
for 30 seconds everybody in the area gets a commander badge.

ahaha
also Disconnection Trap, everyone in the area gets disconnected

Evil, GH -Charr rule.
A Skritt is dumb. A group of Skritt are smart.
A Human is smart. A group of Humans are idiots.

More traps?

in WvW

Posted by: Ben K.6238

Ben K.6238

Anti Pet trap- Completely stuns pet for 30 seconds. All pet commands will be on CD for 30 seconds.

And no-one will notice the difference.

More traps?

in WvW

Posted by: solnyshko.8694

solnyshko.8694

Confusion trap:
for 30 seconds everybody in the area gets a commander badge.

ahaha
also Disconnection Trap, everyone in the area gets disconnected

… and 30 minutes can’t return to game.

Gunnar’s Hold – Guild “Halfback” [Hbck] In GW2 since 25/08/12
Youtube channel – http://www.youtube.com/user/GuildHalfback
80 Mesmer, 80 Guardian, 80 Necromancer, 80Warrior, Ranger, Elem…

More traps?

in WvW

Posted by: spiritus.7983

spiritus.7983

Dev Trap, traping only devs for 30min

Evil, GH -Charr rule.
A Skritt is dumb. A group of Skritt are smart.
A Human is smart. A group of Humans are idiots.

More traps?

in WvW

Posted by: Offski.4897

Offski.4897

Anet seems to solve complaints about wvw by doing what they do in pve = more content/gimmicks. What they don’t realise is that this is completely unneccessary. The introduction of the supply trap was an awful idea imao, as it is difficult enough taking a t3 keep without it being easy to remove all supply from the attackers.

As people get used to these traps rams will become obsolete and the only way to take a t3 keep will be golems. Anyway I have no doubt that more gimmicks/traps will be introduced as Anet seem not to speak to the wvw community.

the problem with these new mechanics/skills is that they make wvw far harder to balance.

Offski
Necromancer – Sanctum of Rall[IRON]
http://www.iron-gaming.com/

More traps?

in WvW

Posted by: Olvendred.3027

Olvendred.3027

Hahaha. Anet sees traps as, you know, traps. Things you place in advance to catch people. Not things you desperately drop in the middle of a zerg fight. So, there’s a use for an anti-stealth trap, like in stopping mesmers getting inside your position to portal. The others… not so much?

Also, it’s worth reminding thieves that your profession utilities are stealing and initiative. Not stealth.

Dude… stealth is tied to SO much on a thief it’s not even funny. Not sure if you’re trolling or just ignorant.

Neither. Most thieves tend to design their builds around it, true. Possibly there are no viable pvp thief builds that don’t rely on it to some extent. It’s still not a profession mechanic in the way attunements are to ele, or virtues to a guardian, or pet to a ranger or toolbelt to an engi. The equivalent to a stealth trap would be something that prevents retaliation or might or quickness, not the examples made in the thread.

More traps?

in WvW

Posted by: snowaugar.1823

snowaugar.1823

So you know all the good thieves say ant stealth traps really are useless and don’t effect them often enough or for kitten

More traps?

in WvW

Posted by: solnyshko.8694

solnyshko.8694

Knock-trap: knockdown all Zerg
Fear-trap: all Zerg randomly running around the map 30 sec

Gunnar’s Hold – Guild “Halfback” [Hbck] In GW2 since 25/08/12
Youtube channel – http://www.youtube.com/user/GuildHalfback
80 Mesmer, 80 Guardian, 80 Necromancer, 80Warrior, Ranger, Elem…

More traps?

in WvW

Posted by: Aberrant.6749

Aberrant.6749

Hahaha. Anet sees traps as, you know, traps. Things you place in advance to catch people. Not things you desperately drop in the middle of a zerg fight. So, there’s a use for an anti-stealth trap, like in stopping mesmers getting inside your position to portal. The others… not so much?

Also, it’s worth reminding thieves that your profession utilities are stealing and initiative. Not stealth.

Dude… stealth is tied to SO much on a thief it’s not even funny. Not sure if you’re trolling or just ignorant.

Neither. Most thieves tend to design their builds around it, true. Possibly there are no viable pvp thief builds that don’t rely on it to some extent. It’s still not a profession mechanic in the way attunements are to ele, or virtues to a guardian, or pet to a ranger or toolbelt to an engi. The equivalent to a stealth trap would be something that prevents retaliation or might or quickness, not the examples made in the thread.

The only way I can think to balance it vs how much thieves lose by not being able to stealth would be via the other class’s mechanics. It would need to render entire traitlines worthless (fundamental ones to both survival and damage). A trap just removing retal (or whatever) wouldn’t come close to being balanced.

It doesn’t matter that stealth isn’t a thief class mechanic.

So you know all the good thieves say ant stealth traps really are useless and don’t effect them often enough or for kitten

Ok cool, then it probably won’t matter for other classes to have traps targeting them more heavily either.

Tarnished Coast
Salvage 4 Profit + MF Guide – http://tinyurl.com/l8ff6pa

(edited by Aberrant.6749)

More traps?

in WvW

Posted by: Iavra.8510

Iavra.8510

Confusion trap:
for 30 seconds everybody in the area gets a commander badge.

And activate friendly fire.

More traps?

in WvW

Posted by: Deniara Devious.3948

Deniara Devious.3948

Traps were a bad idea and didn’t improve the balance whatsoever. Instead of introducing more traps to the game, I hope the developers would discuss upcoming changes before implementing them.

Many of us are available both in game chat or for a webcam chat. Just ask your players. We can even organize dozens of players to TeamSpeak and have admins to make sure not everybody talks over another.

Deniara / Ayna – I want the original WvWvW maps back – Desolation [EU]

More traps?

in WvW

Posted by: Meglobob.8620

Meglobob.8620

Cannot use turrets for 30s
Cannot use pet for 30s

My engineer is fine with the turrets one, bring it on, I wouldn’t notice…

Also, my pet spends most of its time the other side of the map anyway, so my Rangers ok with the second but can you change it to, ‘permanently remove pets from GW2, forever’, much better then…

More traps?

in WvW

Posted by: Gab Superstar.4059

Gab Superstar.4059

Anet seems to solve complaints about wvw by doing what they do in pve = more content/gimmicks. What they don’t realise is that this is completely unneccessary. The introduction of the supply trap was an awful idea imao, as it is difficult enough taking a t3 keep without it being easy to remove all supply from the attackers.

As people get used to these traps rams will become obsolete and the only way to take a t3 keep will be golems. Anyway I have no doubt that more gimmicks/traps will be introduced as Anet seem not to speak to the wvw community.

the problem with these new mechanics/skills is that they make wvw far harder to balance.

There are two types of player in WvW, people who just enter WvW a few times a week for guild events etc, and people who spend the majority of their game time in WvW.

Arena Net depends on both player types to sustain WvW. The former one is needed to bring bodies to WvW, and the latter is needed to make sure there is siege being dropped, upgrades being ordered and that there are commanders on the field the casual players can follow. The more dedicated WvW player has already shown that they will keep playing WvW without much incentive, and so Arena Net focuses on winning over the casual player instead.

That’s why you will never see a patch that addresses the real problems of WvW (well, according to dedicated WvW players anyway), and instead see superficial and gimmicky enhancements to WvW. Basically, you will never see a patch for WvW aimed at “you”, because Arena Net already knows you will keep playing.

Hope this clears some things up for you

Very Good Detectives [VGD]
Devonas Rest 4 lyfe

More traps?

in WvW

Posted by: Saelune.5316

Saelune.5316

From how I see it, traps were added to balance out thief. Adding a trap for everyone doesnt actually balance out the whole game. Reminds me of a picture about equality. Giving 3 people of different heights the same step stool to reach something doesnt mean everyone can reach it. (Was origionally people looking over a fence at a baseball game, but I like mine better :P ) Not saying the traps do what they are supposed to, but the idea of just adding a trap for everyone when thieves certainly are notably annoying doesnt really create balance. (And I hate the idea of just nerfing everything directly, since eventually everyone will be using foam bats that way)