Dragon Hunter Needs Trap Ground Targeting
Having played with traps as ranger, I prefer without ground targeting.
The two traps with cripple on them work well for keeping the enemy away. And getting aegis while you kite. Even the plain damage trap works, as long as you’re in a spot where mobs will pass (lots of events like that).
I won’t mind no ground targeting, it traps were actually good.
2 traps with cripple? Why?
No ground targeting with traps means you can’t just throw them out there in a group. It emphasises more backline playstyle rather than front line or.. mid line.. if that makes sense.
The bow being 1200 range, wasn’t exactly meant to be used intermittently with traps. The bow itself is used to keep people at bay as long as you possibly can until they come close enough to activate your traps. That said, I do believe the bow knockback effect should trigger just a hair further because i’ve knocked people out of my traps before :p
Rank: Top 250 since Season 2
#5 best gerdien in wurld
I agree. Traps are currently 100% useless.
Why did they give us a ranged weapon but melee only traps?
Every other professions weapon and skills blend with each other, why do DragonHunters have to suffer?
I wish traps were set up similar to bowkit 4 / 5.
But that’s just me I’m sure. xD
No ground targeting with traps means you can’t just throw them out there in a group. It emphasises more backline playstyle rather than front line or.. mid line.. if that makes sense.
The bow being 1200 range, wasn’t exactly meant to be used intermittently with traps. The bow itself is used to keep people at bay as long as you possibly can until they come close enough to activate your traps. That said, I do believe the bow knockback effect should trigger just a hair further because i’ve knocked people out of my traps before :p
but the traps dont support backline play they support running in with GS and placing them on your enemies feet for their effects to actually go off. Enemies often will side step them as well if you don’t do this.
I wish traps were set up similar to bowkit 4 / 5.
But that’s just me I’m sure. xD
Nah I totally agree, although more with a guardian releasing magic from their hand then the bow as obviously you wont always have a bow to ‘shoot traps’. Then again that would be a neat trait, if bow is in hand allows ground targeting and it fires light up wards, falling down to place the trap where you selected.
(edited by Trock Bronze.9625)
If you could get traps (unchanged from this beta) without the rest of the Dragonhunter baggage, would you use them in PvP/WvW?
The problem with traps is more that they don’t fit with a spec which partly emphasizes ranged play.
If you could get traps (unchanged from this beta) without the rest of the Dragonhunter baggage, would you use them in PvP/WvW?
The problem with traps is more that they don’t fit with a spec which partly emphasizes ranged play.
idk what you mean. I like everything the DH has just that it currently doesnt feel like it meshes well. honestly though its the traps I care the least about I want the bow, I want the changed virtues, I could do without the traps, but I am given them so Id like to see them work better.
They don’t fit in any spec. Their effect is inferior to most of our skills (lol, cripple and bleeding).
The only trap I was looking forward was the vulnerability one and got ninja nerfed.
Not to mention uou also give up awesome traits and awesome virtues.
DH has no place atm.
Iam going to say this again….
there was a natural reason Traps wasnt popular before Dragon Hunter.
You do have another weaponswap rather than just the bow, after all…
Dragonhunter, to me, seems intended to bring in the trapper ranger playstyle to a profession without the pet, so people who like trapper rangers and dislike pets can have something to play (thief doesn’t really do this due to the more specialised nature of thief traps). As a bonus, guardian players get a few new options to play with. It’s okay if they aren’t exactly what you want – elite specialisations are supposed to be an additional option, not something you must have to be viable.
I’ve seen people use traps to good effect in Verdant Brink, both as a melee PBAoE and as something to kite the enemy into – and you can do both with the same build. Granted, Pure of Sight doesn’t do a lot for a melee build, but I think this is paying for Virtuous Action.
People don’t hate Scarlet like Game of Thrones fans hate Joffrey.
They hate her the way Star Wars fans hate Jar Jar Binks.
it’s not a matter of one playstyle or another its a matter of, this doesnt really mesh well with its own concepts.
Traps, as they are, demand melee range to be effective in group content and the bow demands you stay back. Yes there is weapon swapping, but as its built you either want traps and no bow or you want bow and no traps, where other classes have synergy with their new weapon and skill, let alone the trait line to have that bow asks for you to stick to some rather specific things.
…where other classes have synergy with their new weapon and skill…
Exactly, traps would have situational use if they were baseline and not attached to the DragonHunter. They work best with Hammer.
But that’s not how elite specs work, at least not for the other classes. Our weapon and skills should work with each other perfectly, as of now they do not.
Why do the other classes receive awesome stuff and Guardians receive nothing ArenaNet?
No ground targeting with traps means you can’t just throw them out there in a group. It emphasises more backline playstyle rather than front line or.. mid line.. if that makes sense.
The bow being 1200 range, wasn’t exactly meant to be used intermittently with traps. The bow itself is used to keep people at bay as long as you possibly can until they come close enough to activate your traps. That said, I do believe the bow knockback effect should trigger just a hair further because i’ve knocked people out of my traps before :p
but the traps dont support backline play they support running in with GS and placing them on your enemies feet for their effects to actually go off. Enemies often will side step them as well if you don’t do this.
I wish traps were set up similar to bowkit 4 / 5.
But that’s just me I’m sure. xD
Nah I totally agree, although more with a guardian releasing magic from their hand then the bow as obviously you wont always have a bow to ‘shoot traps’. Then again that would be a neat trait, if bow is in hand allows ground targeting and it fires light up wards, falling down to place the trap where you selected.
Yeah it would! If you could aoe place traps I would be cheered up a bit about this. xD Pewpew traps all over town. Yehhboys! xD
I agree. Traps are currently 100% useless.
Why did they give us a ranged weapon but melee only traps?
Every other professions weapon and skills blend with each other, why do DragonHunters have to suffer?
You’re logic is flawed. Using a ranged weapon doesn’t restrict you from using traps or vice versa. If the DH traits don’t have good synergy with vanilla weapon set, that’s not and indication that traps aren’t useful. Frankly, I think of all the stuff we got, the traps are the best … mind you, that’s not saying too much.
They have to do same way as they did with Rangers.
Just Cut your bow from 1200 to 900 range, and you’ll don’t cry that weapon range so long and traps are not ground targeting.
I want to use my bow to launch the traps.
There’s no sense about preventing traps from be ground targeting..
Since DH can magically cast his trap under their feet, he can cast also in other spots in target…
And another thing i don’t like is the auto trigger when enemies just walk in… This dynamic just makes them easy avoidable and most of the time enemies dodging are going to waste our 25+ sec cd skills..
A good concept for traps can be a dynamic that let you choose when the moment you wanna trigger trap actively, not passively…
Only this dynamic is good for traps, cause enemies can only see when you cast it, not when you activate it, and this advantages trapper classes making their skill more useful and smart, preventing that cheese mode where you use a trap, then throw a coin, 50% your skill will waste up
TL,DR : Add a simple factor like “place your trap – activate your trap” and you can still mantain your not ground target traps, forcing us to finally play with our skills instead of praying RNG god to trigger well the trap
(edited by Spartacus.9743)
I agree, they need to be ground targeted but it should be a trait line option. That way you could run a bow/staff support build and be far range supporty with some traps to back it up or you could add them into the gs/sword+torch for close range cripples and other fun stuff.
Ground targeting, in general, needs to have a toggle. For Guardians in particular, I find it annoying having consecration skills being ground targeted and Traps not be. Would rather right click on each utility in the toolbar and change it’s targeting method.