I think most people in PvP are overly concerned with the damage of the traps and longbow, but the real culprit in my view is clarity. Opponents should be able to SEE what a DH is using, and be able to react. The damage is fine, if counter-play exists.
When Trueshot is being charged up, or when the traps are being placed, the opponent currently does not have sufficient visual cues to alert them to the incoming damage or what trap is being used, especially instant cast traps that deploy instantly.
I’d honestly really hope Anet takes the time to adjust the animations and mechanics of traps and Trueshot while maintain their damage. Longbow and Traps need to remain as highly threatening abilities that NEED to be avoided/interrupted/mitigated and otherwise played around.
I fear Anet will simply take the path of least resistance and development time, which is to “simply lower their damage to the point of being crap.”
Here are some of many options Arenanet could do, with hopefully minimal development effort, to introduce more clarity and counter-play into the DH trapper kit, while also filling in some QoL issues with the DH as well:
Traps:
1.) Make traps visible when placed, and give them a minimum of a 1 second Arming time in which they will be visible to the foe before going invisible. Once the Arming time is up, the traps would be trigger-able. This prevents the “teleport and trap” instant gimping with Judge’s Intervention. Traps could all become instant cast with this change, allowing easier trap placement set up, but preventing the “instant trap damage” combos, since there would always be the 1 second delay.
2.) PLEASE fix the visual bug glitch on Dragon’s Maw, in which the Barrier is NOT animating for any player. This causes a host of confusion to new players. For balance, maybe lower its duration by a second or so, but it NEEDS visual clarity to let players know they are trapped in a ring ward, and thus dodging will NOT get them out of it.
3.) Consider letting us deploy our traps from long range, but increase the Arming Time before they go invisible and are able to be triggered based on how far we deployed them. If I could toss a trap from 1,200 range, but would have to wait 3 seconds for it to become active, that would be a very balanced and good QoL buff for actually using the traps preemptively.
Longbow:
1.) Increase the cast time of Trueshot to 1 second AND make its visual much more noticeable. Give it a visual-audio “charge up” sound and animation. In return, consider giving it increased “actual” range after being fired, so that if someone moves out of it’s 1,200 range, it would “follow through” to hit up to 1,500 range. They damage is absolutely fine, players just need the opportunity to see it coming and react to it with dodges, defenses, or CC to interrupt the DH.
2.) Change the trait that causes a random knock-back to instead work only on Deflecting shot. It would be much easier to understand for both the DH and the foe, and would remove the RNG nature of the current trait. Could consider base-lining this and making a new, interesting trait.
3.) Reduce casting time of 5th ability to 2 seconds or less, improve its ability to hit along the Z axis during channel, and reduce the total duration of the Ward effect slightly, and reduce its cool-down appropriately to 30 seconds or so.
Virtues:
1.) Consider doing something with the F1. As much as I love the pull, I think the ability to “instantly” activate it after tethering someone is a bit strong. Give it a 1 or 2 second internal cool-down before it can be activated for the pull after landing the hit, and reduce the tether distance to 1,500, giving players the opportunity to “run away” to break the tether, thus negating the chance of being pulled.
2.) Consider improving the F1, F2, and F3 abilities to perform their traited effects upon use, rather than on completion
3.) Consider giving F2 a weaker base heal and much better scaling. Currently, it heals for over 4k on a pure berserker build, but doesn’t heal quite as well as it should on a full support healing power build. This inflates the DH’s innate durability when going full offensive stats. In return, give us the much requested Evade frames during the leap, making in more of a skillful avoidance ability rather than a default amazing heal. Also, PLEASE fix the reintroduced bug: Chill and Cripple are reducing the leap range currently.
4.) If Virtues are interrupted by actions from the opponent, they need to go on the 5 second recharge timer, NOT their full timer.
Closing Comments:
With all of the above said, if a player is hit by my full combo of F1 theater, symbol placed beneath them, runs into a stack of my traps to get 25 vuln and give me 10 Might, AND I still have Aegis up and land a Trueshot, this SHOULD take out all but the talkiest bruiser and bunker builds.
If Trueshot and Traps do not have sufficiently punishing damage for extreme misplays, then DH will absolutely not have a place in PvP or PvE. With that said, I agree that the current situation is not “fair enough” with allowing opponents a reasonable time to react to, and be visually aware of, their impending doom.
If some or many of the above suggestions are considered, then I firmly believe that DH will be fair and balanced in PvP as extreme area deniers, particularly effective in choke points and in situations where they can maintain the high ground.
Does anyone believe the any of the above suggestions are completely unwarranted, or are there other areas in which you think the DH should have better counter play? Do you feel their existing counter-play is sufficient?
Lets hear your feedback!
(edited by Swiftwynd.1685)