TL:DR – Traps would become instant cast, 1,200 range ground targets, but with an Arming Time that scales between 1 to 3 seconds based on the distance thrown. They would be visible during their Arming Time and invisible afterward. Trap Placing abilities would go on a 5 second cool-down when triggered to prevent double-trap stacking
I think many Dragon Hunter mains are truly awaiting the fretful day in which our traps get nerfed at some point due to the constant griping by several PVP players who do not know how to adapt to them.
If we take this as an eventuality, what are some healthy ways to adjust traps to make them both fair, functional, and truly “trappy” rather than just close range AOE attacks?
There are a few complaints about traps that I do agree are warranted:
- The “Invisible Ring Ward” on Dragon’s Maw needs to be addressed. This is a bug, and should be visible at all times when triggered. (likely a bug with Trapper Rune)
- The ability to use Judge’s Intervention to instantly face-drop a Dragon’s Maw / Test of Faith combo is clearly not intended behavior for “traps” and I agree that this is a big too punishing currently.
- Traps being “double used” if they have existed past their recharge time, since they can be immediately dropped again after their trigger.
- No “visual” to tell which trap has been placed, even if foe witnesses the placement.
Additionally, several Rangers, Thieves, and now Dragon Hunters would very much appreciate reintroducing ranged trap placement to ease the play style of placing traps in preparation or while up on a high vantage.
This leads to the suggestion I’ve been building up to, which would hopefully address all of the above concerns:
- All Traps would now be able to be placed up to 1,200 range from the user, in which case they are tossed as a long range “bundle bag” for Thief or Ranger, or an arching orb of light that creates the symbol for the Dragon Hunter.
- All Traps would become Instant Cast.
- The Arming Time of traps scales based on the distance the trap is spawned by the trap placer. This ranges from 1 second in melee range to 3 seconds at maximum range.
- While traps are Arming, they are visible to all foes.
- All trap placement abilities have a 5 second recharge timer imposed upon their existing traps triggering, which means there is at least a 5 second “gap” between traps being “reused” after a trigger.
- For interaction purposes with Teleports, traps will use the original distance from the ground targeted location of the ability use. This means that, for example, a DH launching Dragon’s Maw from 1,200 range then using Judge’s Intervention onto this foe as the trap hits would NOT reduce its Arming Time from 3 seconds to 1 second.
For an example, Dragon’s Maw would read as follows:
“Deploy a trap from range that pulls enemies and creates a barrier which holds them in. The trap takes longer to arm the further it is placed, and is visible to foes while arming.”
Damage Damage: 638
10 Might on Trap Trigger (8s): +300 Power, +300 Condition Damage
Slow (4s): Skills and actions are slower.
Maw Barrier Duration: 6s
Trigger Radius: 180
Attack Radius: 240
Maw Barrier Radius: 90
Range: 1,200
Arming Time: 1s Close to 3s Max Deploy Range.
Benefits for Trap Users:
- Being instant cast means they are no longer interrupt-able. The counter play for foes is to leave the area of the trap before it arms, which is now visible to them. This also means deploying a huge amount of traps at once is possible.
- 1,200 range placement allows for traps to be placed from high vantage points, and allows safer placement in dangerous situations, at the cost of a longer Arming time.
Benefits for Trapped Foes:
- Traps would no longer be able to be used back-to-back if they existed long enough for their recharge to come back up, but they still would be up again fairly quickly, but would give the opponent at least a 5 second window to breath.
- Traps would now visibly display for foes, allowing them some counter play options if they recognize the types of trap. This is likely healthier for the competitive element of traps, and improves the “fairness” factor, which allows traps to still maintain their potency at the cost of more readability.
- Traps would not be as effective with “teleporting” skills to make them instantly fire. They would, at best, only take effect 1 second after a teleport skill and could no longer be pre-cast before teleports. This is a huge benefit for opponents, as unless you know this is coming, there simply is not time to avoid it in a reasonable environment. This also prevents some of the complains of “Dragon Hunters just poping in and instantly demolishing team fights.”
Let me know what you guys think of this compromise. I personally think this would greatly improve traps for their actual, intended purpose of using them premptively, and for how I personally prefer to use my traps (area denial at key locations in PVP and PVE) it would be a significant improvement to have the option to Deploy traps from range at the cost of them being visible while having a longer Arming time. The instant cast would certainly help set up the battle field faster as well.
Eager to hear the opinions of Dragon Hunters AND our prey