Improving traps
1st suggestion I can’t say that I like it much. It seems like going back to where traps once were but punishing if we need them on the spot.
2nd suggestion though… I like that idea, but have it as a trait, as that being default would be a bit much. Also, what field would Healing Spring turn into after it depletes?
Will update once Path of Fire releases.
The problem with your more potent over time idea is that people want 100% effectiveness the instant its dropped, at range and to deal MOAR dmg.
Your suggestion is great, from an RPG perspective. The only place to use them would be wvw roaming and maybe spvp. Hey that’s fine with me but I still won’t use them without serious rework.
Hmm well even if we have them as is at 0 seconds then more potent as time goes, cos in a game like this 30 seconds is a long time and planning that far ahead deserves a bit of a reward.
Ugh I forgot about healing spring. It really feels awkward as a trap.
trap should also be able to use in water like how engineer mines are