Ground Tageting
Yes. Traps are traps—they’re not grenades to toss at people.
Mains — Mathias of the Wood [Ranger]; Collaborator Bluatt [Engineer]
Alts — Necromancer, Warrior, Elementalist
Not nice.. But thanks for the reply.
Yes. Traps are traps—they’re not grenades to toss at people.
Oh, so it was a bug before when you could trait for throwable traps?
Yes. Traps are traps—they’re not grenades to toss at people.
Oh, so it was a bug before when you could trait for throwable traps?
He just wanted to bring a point, Anet is trying to make everything high concept and the throwable traps didn’t fit their theme. They are meant to prepare yourself for combat and throwing traps with piercing spikes coming from the ground is not logical in any way.
Just be glad they are not working like they did in gw1, guys.
Yes. Traps are traps—they’re not grenades to toss at people.
Oh, so it was a bug before when you could trait for throwable traps?
He just wanted to bring a point, Anet is trying to make everything high concept and the throwable traps didn’t fit their theme. They are meant to prepare yourself for combat and throwing traps with piercing spikes coming from the ground is not logical in any way.
Just be glad they are not working like they did in gw1, guys.
Traps were tons better in GW1, you could stack multiple versions and their effects were much better.
Traps were tons better in GW1, you could stack multiple versions and their effects were much better.
Stacking them would be op, but what I meant was that traps were easy to interrupt. If you got hit a single time casting them, you got interrupted and they had a much larger casting time.
Realism can’t be a point here. What about moa transformations, clones, perma invisiblity on open ground at close range, great swords thrown like boomerangs piercing everything on their way and returning safely to their player, mist form, long bows fired manually at the rate of an mg, asfaso.
No, realism is not a valid point in discussions about combat skills in MMOs. (And even if it was: Just imagine spike trap as a bundle of spikes in your hand. You can either hide them in the ground to make a trap, or throw them directly at a foe, thus inflicting bleeding. Much more realistic than 50% of skills in this game).
The only valid points are: Is a skill fun? And: Is it balanced?
Well, i used to play condi trapper in PVP. It was my main class, i thought it was fun. Ok damage over time, very high mobility and therefore survivability. Was it OP? Hardly, or many more players would have played it.
This build is now unviable. Everything feels extremely slow, you have to stand on the feet of your opponent to cast the traps which makes you vulnerable and decreases your dpm. And the worst: You are totally blocked by differences in terrain levels. Whenever a foe is above or below you (which is most often the case: Niflhel mid, Foefire mid, Khylo mid, Temple, not to mention skyhammer, lol) you cant hit them at all. So the condi trapper has effectively been removed from pvp. For no reason.
In PvE, traps are ridiculous anyway, in WvW roaming, they might still be ok, because you can combine them with trapper runes, which is still quite strong, but in PvP: Nerfed into oblivion for absolutely no reason.
[Soul] – Ring of Fire
Realism can’t be a point here. What about moa transformations, clones, perma invisiblity on open ground at close range, great swords thrown like boomerangs piercing everything on their way and returning safely to their player, mist form, long bows fired manually at the rate of an mg, asfaso.
No, realism is not a valid point in discussions about combat skills in MMOs. (And even if it was: Just imagine spike trap as a bundle of spikes in your hand. You can either hide them in the ground to make a trap, or throw them directly at a foe, thus inflicting bleeding. Much more realistic than 50% of skills in this game).
The only valid points are: Is a skill fun? And: Is it balanced?
Well, i used to play condi trapper in PVP. It was my main class, i thought it was fun. Ok damage over time, very high mobility and therefore survivability. Was it OP? Hardly, or many more players would have played it.
This build is now unviable. Everything feels extremely slow, you have to stand on the feet of your opponent to cast the traps which makes you vulnerable and decreases your dpm. And the worst: You are totally blocked by differences in terrain levels. Whenever a foe is above or below you (which is most often the case: Niflhel mid, Foefire mid, Khylo mid, Temple, not to mention skyhammer, lol) you cant hit them at all. So the condi trapper has effectively been removed from pvp. For no reason.
In PvE, traps are ridiculous anyway, in WvW roaming, they might still be ok, because you can combine them with trapper runes, which is still quite strong, but in PvP: Nerfed into oblivion for absolutely no reason.
Well, it isn’t just about “is it fun” and “is it balanced”. Anet is trying to make things high concept and they are the ones to decide how a skill is supposed to be used. If they want traps to behave like traps, being something you prepare to be ready for combat, and not an instant aoe damage skill, they will change them to that. That’s what they have done and I’m fine about it because it fits the theme more like this (my opinion). This doesn’t mean traps can’t get buffed to be more effective about what they are supposed to do.
Did they take away ground targeting since the patch ?? ( flame trap and spike trap )
Yes they did get rid of them and I’m so devastated!!!!! Cuz yeah, before this new build system change, there was a roman numeral in one of the trait categories that allowed traps (Spike Trap, Viper’s Nest, & Flame Trap) for Rangers to be “targeted” and placed anywhere on the ground with a very far distance and it also enlarged the trap target size…..but it’s not there anymore and I desperately need it back!!! >_< I loved my trapper style so much (definitely my favorite toon to play as) but it’s useless now if I can only drop traps only where I am standing. We are rangers! – We are supposed to attack from far away! sigh…
I really hope anet will bring it back somehow…like just make it purely part of the skill. I am thinking positive affirmations about this every day! crossing fingers!
Dor Bell.7368, I’m so glad I’m not the only one who feels this way!! <3
Yes. Traps are traps—they’re not grenades to toss at people.
Oh, so it was a bug before when you could trait for throwable traps?
He just wanted to bring a point, Anet is trying to make everything high concept and the throwable traps didn’t fit their theme. They are meant to prepare yourself for combat and throwing traps with piercing spikes coming from the ground is not logical in any way.
Just be glad they are not working like they did in gw1, guys.
There is this snarky attitude that is going around by people who couldn’t give 2
$—-hits about thrown traps.
How does it go? Something like, “Traps are not meant to be thrown.”
It’s a video game.
Anything can happen.
It has nothing to do with realism or high concept. /facepalm
Why would ANET make trapper runes and thrown traps and then do this?
You know what, it’s not just traps, it’s the whole incredibly stupid patch.
Nearly 3 years this game has been going. No need for such drastic changes.
Realism can’t be a point here. What about moa transformations, clones, perma invisiblity on open ground at close range, great swords thrown like boomerangs piercing everything on their way and returning safely to their player, mist form, long bows fired manually at the rate of an mg, asfaso.
No, realism is not a valid point in discussions about combat skills in MMOs. (And even if it was: Just imagine spike trap as a bundle of spikes in your hand. You can either hide them in the ground to make a trap, or throw them directly at a foe, thus inflicting bleeding. Much more realistic than 50% of skills in this game).
The only valid points are: Is a skill fun? And: Is it balanced?
Well, i used to play condi trapper in PVP. It was my main class, i thought it was fun. Ok damage over time, very high mobility and therefore survivability. Was it OP? Hardly, or many more players would have played it.
This build is now unviable. Everything feels extremely slow, you have to stand on the feet of your opponent to cast the traps which makes you vulnerable and decreases your dpm. And the worst: You are totally blocked by differences in terrain levels. Whenever a foe is above or below you (which is most often the case: Niflhel mid, Foefire mid, Khylo mid, Temple, not to mention skyhammer, lol) you cant hit them at all. So the condi trapper has effectively been removed from pvp. For no reason.
In PvE, traps are ridiculous anyway, in WvW roaming, they might still be ok, because you can combine them with trapper runes, which is still quite strong, but in PvP: Nerfed into oblivion for absolutely no reason.
Anet is trying to make things high concept and they are the ones to decide how a skill is supposed to be used.
If they want traps to behave like traps, being something you prepare to be ready for combat, and not an instant aoe damage skill, they will change them to that.
Wow, you are assuming a whole ton of things you don’t have a clue about.
Do you WvW?
Do You spvp?
(edited by EnderzShadow.2506)
They had to get rid of traits and combine others.
I guess that’s why they wanted to settle on a single behaviour for skills and not change them through traits anymore.
Same with Spirits.
They make throwing Grenades OP while making throwing traps worthless.
Typical Anet.
Yes. Traps are traps—they’re not grenades to toss at people.
Oh, so it was a bug before when you could trait for throwable traps?
He just wanted to bring a point, Anet is trying to make everything high concept and the throwable traps didn’t fit their theme. They are meant to prepare yourself for combat and throwing traps with piercing spikes coming from the ground is not logical in any way.
Just be glad they are not working like they did in gw1, guys.
And yet, ascalonian rangers still throw their spike traps.
-BnooMaGoo.5690
They had to get rid of traits and combine others.
I guess that’s why they wanted to settle on a single behaviour for skills and not change them through traits anymore.
Same with Spirits.
Yes, and that is why the moved this sort of traits to the base skill. They did it for other classes. Why they didn’t do that for ranger traps I don’t know. Maybe a dev can answer that. As it is now traps are totally useless in PvE. I had to remove the one I used in my build. Still no idea what to use instead as most of the utility skills for Ranger are no fun in my opinion. Now I just have to wait for them removing race based skills and my Sylvari ranger lost all interesting skills
Realism can’t be a point here. What about moa transformations, clones, perma invisiblity on open ground at close range, great swords thrown like boomerangs piercing everything on their way and returning safely to their player, mist form, long bows fired manually at the rate of an mg, asfaso.
No, realism is not a valid point in discussions about combat skills in MMOs. (And even if it was: Just imagine spike trap as a bundle of spikes in your hand. You can either hide them in the ground to make a trap, or throw them directly at a foe, thus inflicting bleeding. Much more realistic than 50% of skills in this game).
The only valid points are: Is a skill fun? And: Is it balanced?
Well, i used to play condi trapper in PVP. It was my main class, i thought it was fun. Ok damage over time, very high mobility and therefore survivability. Was it OP? Hardly, or many more players would have played it.
This build is now unviable. Everything feels extremely slow, you have to stand on the feet of your opponent to cast the traps which makes you vulnerable and decreases your dpm. And the worst: You are totally blocked by differences in terrain levels. Whenever a foe is above or below you (which is most often the case: Niflhel mid, Foefire mid, Khylo mid, Temple, not to mention skyhammer, lol) you cant hit them at all. So the condi trapper has effectively been removed from pvp. For no reason.
In PvE, traps are ridiculous anyway, in WvW roaming, they might still be ok, because you can combine them with trapper runes, which is still quite strong, but in PvP: Nerfed into oblivion for absolutely no reason.
Well, it isn’t just about “is it fun” and “is it balanced”. Anet is trying to make things high concept and they are the ones to decide how a skill is supposed to be used. If they want traps to behave like traps, being something you prepare to be ready for combat, and not an instant aoe damage skill, they will change them to that. That’s what they have done and I’m fine about it because it fits the theme more like this (my opinion). This doesn’t mean traps can’t get buffed to be more effective about what they are supposed to do.
Um, sorry but I’m just going to remind you here that this is a VIDEO GAME. Therefore it’s ALL about “fun” and “balance”. Without those, you don’t have a game worth playing.
I’m also going to guess that you’re “fine with it” because you probably never used traps in the first place. But for those of us who used Trapper builds, this patch is devastating. I can’t even bring myself to play my Ranger at all since the patch, and that was my MAIN character for THREE years.
Maguuma Server
Ranger and Necromancer.
But for those of us who used Trapper builds, this patch is devastating. I can’t even bring myself to play my Ranger at all since the patch, and that was my MAIN character for THREE years.
My main is (was) Ranger that I’ve had since day 1, and ground targeting traps was a major focus of how the character playes, both solo and in teams. Suddenly losing that functionality is going to mean having to rebuild the character, and relearn how to play effectively.
I’m quite dissapointed, and "it’s not realistic’ is a rather pitiful excuse.