Trap nerf? O.o

Trap nerf? O.o

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Posted by: Ragnarox.9601

Ragnarox.9601

“Guardian
Test of Faith: Receiving damage while crossing the threshold of this trap now has a 0.75 second internal cooldown.”

Test of faith: Lay a trap that creates a ring of weapons which PUNISH enemies that attempt to cross their threshold.

So you nerfed punish right? haha.

Too bad ppl cant dodge.

Trap nerf? O.o

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Posted by: Evilek.5690

Evilek.5690

Only fix bug. All other AOE skills has ICD it is protection for bad players who are able to dance on the edge of the circle and receive DMG again and again.

Same fix ArenaNet apply on Ring of Fire because bad player stack on self 20 stack of burning

Evilek lvl 80 Charr Thief Why no ?
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian

(edited by Evilek.5690)

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Posted by: Ragnarox.9601

Ragnarox.9601

You know that no one even dodge my LB #5 skill? It’s gonna be nerfed too Actually I want them to nerf all traps because ppl will go back to usual medi style or burning because we cant have nice things.

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Posted by: Soryuju.8164

Soryuju.8164

I’ll happily take a nerf like that if it’ll help to reduce the complaints about DH. Against players who actually know what they’re doing, the change hardly makes any difference, and it just keeps bad players from farming themselves for us. The fix to Hunter’s Determination giving Aegis with no ICD is much more significant, though that was pretty clearly not intended, and it was only a matter of time until it was changed.

Trap nerf? O.o

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Posted by: Cat Has Ducks.1982

Cat Has Ducks.1982

If This change is the end of the nerf then that’s cool. If they go overboard, we can always go back to our burn builds!

Lord Chuck I – Guardian
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand

(edited by Cat Has Ducks.1982)

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Posted by: Soryuju.8164

Soryuju.8164

This change is the end of the nerf then that’s cool. If they go overboard, we can always go back to our burn builds!

I personally hope that nerfs continue for all professions to cut back on the power creep that we’ve seen in the game over the past several updates. Anet is trying to market GW2 as an e-sport, but the game is almost unwatchable as things stand. AoE spam, dozens of passive procs, instant-cast abilities, and other viewer-hostile mechanics have just increased as time has passed. Power creep has also pushed most builds out of the meta that can’t either burst hard or bunker. Elite specs have just exacerbated this, and while I understand that no one likes nerfs, Anet needs to take a hard look at the direction of their balance changes if they’re seriously going to promote GW2 on a competitive level. If Anet succeeds, that means more attention for PvP from the development team, so everyone has something to gain from it regardless of what class they play. If succeeding means things like splitting damage values between PvE and PvP, so be it.

Also, there’s still the issue where most elite specs are still plainly superior to the base professions, despite the fact that they were advertised as a “side-grade.” Maybe a better solution would be to nerf the PvE mobs’ damage/HP along with the professions/elite specs to preserve PvE difficulty while bringing everything else in the game back into line.

Trap nerf? O.o

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Posted by: SlayerSixx.5763

SlayerSixx.5763

None of these nerfs are too debilitating. I mean, sure, it is annoying that idiots won’t get punished as much, but blocking off an entire area during a team fight AND dealing respectable damage is a little too painful for a lot of people to deal with. It isn’t even a matter of whether or not they dodge, but how difficult do you want to make the game in relation to the ease it takes to drop the trap? Things like maw are justified due to their CD, remember.

Trap nerf? O.o

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Posted by: Quadox.7834

Quadox.7834

You do know that the trap sometimes ticked 3 times instantly on someone crossing the line once, like ring of fire does?

Smh these people complaining.

Yaniam [Mesmer]

^ Usually only characer that i play on

Trap nerf? O.o

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Posted by: SlayerSixx.5763

SlayerSixx.5763

Then that’d be a glitch, no? Or are they running along the edge repeatedly?

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Posted by: Mcrocha.3891

Mcrocha.3891

Hunters Determination change is more significant.

Local Charr Ruins Everything

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Posted by: Spartacus.3192

Spartacus.3192

Where can i read up on the new changes pls?

Your typical average gamer -
“Buff my main class, nerf everything else. "

Trap nerf? O.o

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Posted by: Karma.3064

Karma.3064

These two changes aren’t really a huge deal. It brings the class down a bit but to a more reasonable level. PVE wise the nerf to test of faith doesn’t do too much since you are still doing something like 30k damage to a mob that gets stuck in it, so not a huge deal. PvP wise, as people said, it was more a deterrent then anything else. Bad players got killed by it and good players avoided it, mostly keeping them inside the trap or outside of the control point. So it wasn’t a huge nerf by any means. Still does the job you want it to do so its nothing to get bent out of shape about really.

Hunters Determination i don’t see as being too big of a deal. Yes, it sucks that it doesn’t work the way it used to, but the stability you get from it procing is still a great plus and its still a great trait anyways. Its just not as crazy as it used to be. Which is fine, the class is still a blast to play to me.

Trap nerf? O.o

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Posted by: Cat Has Ducks.1982

Cat Has Ducks.1982

Lord Chuck I – Guardian
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand

Trap nerf? O.o

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Posted by: Fashion Mage.3712

Fashion Mage.3712

I’m surprised someone even mentioned this change. It’s kind of petty.

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Posted by: Cat Has Ducks.1982

Cat Has Ducks.1982

I’m surprised someone even mentioned this change. It’s kind of petty.

Go try it out and see if the damage seems the same.

Lord Chuck I – Guardian
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand

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Posted by: Karma.3064

Karma.3064

I’m surprised someone even mentioned this change. It’s kind of petty.

Go try it out and see if the damage seems the same.

Sure, it wont be the same because it was basically bugged to proc three times at the same time. However, that wasn’t the way the trap was intended to work. Sure, doesn’t make it as good but its still a perfectly fine trap to use and serves a strategic purpose.

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Posted by: Vikkela.7261

Vikkela.7261

It’s completely understandable if it was proccing several times, but I won’t be happy if they start toning down the damage on the traps simply because bad players will ignore them even after the big visuals and try to engage DH as a normal Guardian

9 Guardians later…

Trap nerf? O.o

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Posted by: Spartacus.3192

Spartacus.3192

Your typical average gamer -
“Buff my main class, nerf everything else. "

Trap nerf? O.o

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Posted by: Greek.4396

Greek.4396

I hope they don’t nerf traps.

I was definitely one of the people talking smack about Dragonhunter and they finally buffed the spec on release to make it a beast.

I’m really considering taking the time to go into that hellish Jungle to unlock the Elite Spec for WvW

Don’t take it awaaay Aneetttttt

Server – Blackgate | Rev Main
Main Guild – oPP/RIOT/yumy(Booty Bakery)
IGN- Greek Kenpachi | Champion Ritualist

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Posted by: grahf.7540

grahf.7540

Traps still do a kitten-ton of dmg. I played a bunch of PVP last night, which was apparently after these nerfs (didn’t know anything was nerfed) and I still did my usual 500k+ dmg and almost never died. I didn’t notice any changes…

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Posted by: Evilek.5690

Evilek.5690

Traps still do a kitten-ton of dmg. I played a bunch of PVP last night, which was apparently after these nerfs (didn’t know anything was nerfed) and I still did my usual 500k+ dmg and almost never died. I didn’t notice any changes…

500k DMG ? My Reaper make 850k-1m every game lol.

Evilek lvl 80 Charr Thief Why no ?
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian

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Posted by: Cat Has Ducks.1982

Cat Has Ducks.1982

Traps still do a kitten-ton of dmg. I played a bunch of PVP last night, which was apparently after these nerfs (didn’t know anything was nerfed) and I still did my usual 500k+ dmg and almost never died. I didn’t notice any changes…

500k DMG ? My Reaper make 850k-1m every game lol.

Damage that high generally means you fought a tank kitten team and did a bunch of damage but little spike damage. If I can get the same kills in half the damage, then that either means my spike is superior.

Lord Chuck I – Guardian
Chuck The Stampede – Engineer
[Lg] Agatha – Dragonbrand

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Posted by: SlayerSixx.5763

SlayerSixx.5763

Or…….?

/15char

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Posted by: Atistheso.4657

Atistheso.4657

Right now, or at least before the massive nerf, traps were doing heavy dps – maybe too much – making other classes complain and leading to nerfs.

I would like to point that while traps do serious damage, a Dragon Hunter is playing naked when using them. Traps provides no condi clear, no healing via traits and only 1 stunbreak. If you don’t want the DH traps and builds to be “kill your enemy instantly or you’re dead” style, then reduce the damage while providing some survability options like condi clear on some traps or healing on activating a trap via a trait.

I don’t want to play a kamikaze dragon hunter but without substain that’s the only option left to us. So I think a good trade off would be to lesser damage a little bit on trap in exchange for some survability options like condi-clear and healing.

Healing is the most important thing for a guardian/DH because of the very low HP pool the class has. It’s way of staying alive is through healing and that’s why all the builds that are were “viable” were relying on healing to some extend (meditation builds, AH builds …).

So I hope we can eventually find a trade off that in one hand doesn’t insta kill people in pvp, and in the other hand helps the DH staying alive.

Trap nerf? O.o

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Posted by: Atistheso.4657

Atistheso.4657

wtf ? my message was merged in a different thread that isn’t even talking about the same nerf …

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Posted by: Killyox.3950

Killyox.3950

Traps were too good. They got nerfed.

ArenaNet’s Rules
1) Traps can never be good
2) if traps are good then look at 1) and proceed to 3)
3) nerf until 1) is met

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Posted by: Simeonus.9237

Simeonus.9237

All those nerfs.. for kitten sake. Traps are strong indeed but you have to sacrifice your defense and suffer from conditions + they are good only in melee range, any range DPS can still woop your butt.

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Posted by: Prince.7198

Prince.7198

The traps are just too strong on conquest, the node control is out of this world. I am ok with these big hitting traps, but the cast time has to be wayyy higher(1.5 to 2 seconds), so that they can be interrupted or forseen. Now its just a no tell super damage aoe which you can hardly call a trap.

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Posted by: Karma.3064

Karma.3064

The traps are just too strong on conquest, the node control is out of this world. I am ok with these big hitting traps, but the cast time has to be wayyy higher(1.5 to 2 seconds), so that they can be interrupted or forseen. Now its just a no tell super damage aoe which you can hardly call a trap.

Now that is the type of thing that would kill the class in general. 2 second cast times would basically just make people take shouts again and play a bunker build that you can’t kill with a longbow. Traps are fine as is in my opinion. Instant downing through Test of Faith has been taken care of and if you are going down because of that, you are just basically sitting on the outside edge of the trap and twiddling your thumb, letting it kill you. Into a mid length fight, the traps actually get a bit worse because of the 20 to 36 seconds between being able to use them. Its just the initial engagement that is rough since you can pre-set them and have them off of cool down before an enemy attacks you. After the second round of traps, they come in intervals of 20 to 36 seconds and can’t all be dropped at the same time unless you are waiting 36 seconds to do so.

Generally a decent bunker can survive this and draw out a fight long enough to get help from the team to kill the DH or make it run off.