Traps?

Traps?

in WvW

Posted by: Setun.4368

Setun.4368

So where’s the traps that prevent 30 seconds of illusion spawn on mesmers, 30 seconds of zero adrenaline on warriors, 30 seconds of ranger pets disabled, 30 seconds of ele stuck in a single attunement!

1200 range 20 targets 30 sec reveal is a bit overkill in my book >_>

A random ally could trigger it and you still get struck by it ^^ all you can do now is run an evade build or port back and wait 30 sec, sounds fun ^^

Aoe moves destroy mesmer illuions, a well timed block / aegis / invuln will waste a warrior’s adrenaline, a few hits will down a ranger pet, and consistent CC will keep an ele locked down.

The trap isn’t overkill because most people will be setting them up in obvious choke point locations, and/or popular siege deploy areas. Thieves don’t just have stealth to rely on; there’s roll for initiative and withdraw which are awesome evades + stun breaker / heal. So you guys have options lol

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Posted by: Devata.6589

Devata.6589

Just take out the trap all together, We were doing just fine without them.

This.

Traps are a mechanic with a lot of potential, they need a lot of work to get there, but taking them out completely is a terrible solution.

No, it’s not a terrible solution. It’s the correct one.

Instead of using them logistically or purposefully, enemies are just dropping them randomly on the field in the middle of zerg fights. Or on mining nodes. Or any other number of troll locations.

All the thinks you name really strengthen Hickeroar point, not yours.
It should not be able to put them into a zerg so thats an implementation error. That would be gone with better implementation. Putting them on mining-nodes does not seem trolling to me but seems to be smart, the enemy has then be so smart to send a scout ahead to trigger them.

So more tactics

That’s not tactics. That’s having to work around a bad game mechanic. It’s not fun, and doesn’t add -anything- valuable to the game.

Wasting 15 badges and 525 karma + 10 supply to drop a trap on a mining node? That’s a troll move. Zergs, or small groups, do not stack up on mining nodes. Only someone trolling the enemy would do that.

And @ Niim.9260
and @ TacoJoe.6083
Well any option to attack our defend against the enemy has to potential to be used in a tactical way. If you want you character to have a bigger role I would suggest going to the EB JP (all do they now cut it lose from WvW ) and the PvP matches. I personal like the EB JP better for such tactics. But in the big WvW world siege weapons is a part of the tactics and it does not about one on one fights / tactics. It’s about battlefield tactics. Thats something else, and I personally prefer that because else I would go to PvP.

I don’t think the traps really make a big difference for zergs vs small groups. A zerg just needs like 5 scouts (walking next to each other) and a group needs one scout. In potential that has a bit more impact on the smaller group then on the zerg because if the scout loses his supply thats almost a big part of the total supply but it’s not as bad as you calculate.

For alone roaming players it might be a bigger problem but then again, they almost never have enough supply anyway and if he would trigger a trap the enemy wasted a trap on 1 person.

BTW
“Wasting 15 badges and 525 karma + 10 supply to drop a trap on a mining node? That’s a troll move.”
Like I said before implementation. I already said they they were to hard to get and should be implemented in a similar way as the other siege weapons. That in combination with not being able to deploy wile stealth (so not able to ‘abuse’ them) and only trigger on players who have supply or are invisible and I don’t see how placing them is trolling.

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Posted by: Haltair.3062

Haltair.3062

There must be some viable thief builds that do not use stealth?

Nop.
Just show me one.
I know 90% of the MvM thieves in a t3-t2 server, and all of their builds are heavily based on stealth. It is not just the stealth skills by itself, the real problem is that a great amount of passive skills depend on stealth as well.
Thieve´s bread and butter is stealth, you can not break the basic role of a whole class.

Best,

Haltair, one of the Twelve Shadows


Haltair, One of the Twelve Shadows
Baruch Bay´s Thieves Brotherhood, Order of Shadows
Orden de Sombras [OdS]

(edited by Haltair.3062)

Traps?

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Posted by: Khandarus.2738

Khandarus.2738

So you stealth once you get 3/4 secs if you stealth with this condition you get 1,5/2. if you stealth again you win 0,75/1.

That’s how you “fix” thiefs. Not by placing a, useless, trap or by nerfing our damage to the ground.

Sure I’ll take that, if Shadow Refuge gives me all the time in stealth right away. And they take Last Refuge out of the game completely.
It’s not up to me to decide that.

Make Last refuge doesn’t be affected by this condition.
And this change is EXACTLY to limit the amount of time a thief can be stealthed why give 12/16 secs of stealth like it’s nothing is a good idea for you? Maybe a change to give 5/6 secs of isntantly stealth while having a longe CD is fine, but instant 12/16 secs is just trolling.

Edit :Just rephrasing.

PS: I think changing Last Refugee for something more usefull would be better too =p

SR needs you to stand in it for the refresh to happen, if I am going to get less stealth from it I want to be able to stand in it less. There have been plenty of times I got on my warrior saw a thief use Sr and dashed in to use stomp to send him flying off to the wild blue yander exposed and reveled :P

Math wise if you break it down.
You plant it you get 4 seconds. Refreshes you get 2, Refreshes again you get 1.
All together that is 7 seconds while you are tethered in the circle for 4, so you get 3 seconds of stealth.

Not being an kitten about anything but the skill would need a rework. As for Last Refuge if they are messing with the code to have it not affect the Diminishing Return, as having a stealth out of our control with DR would be a travesty, they would be better off changing it to something that doesn’t make us cut our wrist :P

Traps?

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Posted by: Genev.2450

Genev.2450

Thieve´s bread and butter is stealth, you can not break the basic role of a whole class.

As a Ranger, this makes me lol hard.

Traps?

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Posted by: Cactus.2710

Cactus.2710

ANet implemented something that they didn’t fully test, clearly didn’t understand, wasn’t asked for, and generates more angst than it addresses.

People have been asking for traps, barricades, more siege options, for ages. Stop bullkittenting to try and fill in your usual daydreams. The rest of your points are fine but don’t make kitten up.

Given the hundreds of posts expressing shock and dismay at these particular traps I’m pretty sure that you’re the one making kitten up, not me. As a thief, they don’t bother me particularly because I view the potential utility of the supply trap more than compensating for the jeopardy of the stealth trap, but clearly both traps were pulled out of the blue (or some even darker place).

And wtf with the comment on my “usual daydreams?” I don’t troll, I try to stay objective, and I try to be honest even when I’m being sarcastic. Did I insult you in some previous life?

D/D Thief who prefers mobility to stealth … so yeah, I die a lot
Stormbluff Isle [AoD]

Traps?

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Posted by: EnemyCrusher.7324

EnemyCrusher.7324

Just take out the trap all together, We were doing just fine without them.

This.

Traps are a mechanic with a lot of potential, they need a lot of work to get there, but taking them out completely is a terrible solution.

No, it’s not a terrible solution. It’s the correct one.

Instead of using them logistically or purposefully, enemies are just dropping them randomly on the field in the middle of zerg fights. Or on mining nodes. Or any other number of troll locations.

They are not a mechanic with a lot of potential. They are a troll’s tool, best used in trolling the other team. They need to be removed. They were a pointless addition, only made “safe” for the game by virtue of the fact that they’re expensive.

Since when is one team damaging the other team “trolling”? And “No, you’re wrong” isn’t much of a counter-point.

At this point taking out Traps is a very good move for WvW. Traps are just, simply broken.
The use of Traps is completely pointless. They are far to expensive with such a small chance of seeing it inflict meaningful damage. The only way for Traps, specifically Supply Trap because the Reveal Trap is just useless, to be usefull is if you can get them to go off right in the middle of the enemy zerg. And only Thieves can manage that.

Please read Simonoly’s post (right before yours).

They scapped Orbs for the same reason. They really need to go back to the drawing board on these.

Actually, the reason orbs were taken out is because they gave a competitive advantage to the team that was already winning, effectively destroying the other teams’ chance of a comeback. That reason is completely unrelated to any of the reasons given to remove traps.

Light of Honor [Lite] – Founder / Warmaster
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson

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Posted by: robocafaz.9017

robocafaz.9017

So has anyone used or been affected by a trap yet? I’ve not seen a single one used in WvW on either side but I still hear a lot of people on my realm complaining about how OP they are and how thieves are no longer viable (as they 3v1 people in ruins.)

Deany Kong – #magswag
Head Deany Kong of Deany and the Kongs [Kong]
http://www.youtube.com/user/RoboCafaz

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Posted by: Raf.1078

Raf.1078

Played all weekend and can’t say that traps affected us at all. Maybe we didn’t step in them…maybe peeps weren’t buying them. I dunno, but it was just business as usual.

PF/ GOAT on Tarnished Coast (Semi-Retired)
Raf Longshanks-80 Norn Guardian / 9 more alts of various lvls / Charter Member Altaholics Anon