Improving traps

Improving traps

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Posted by: Frigoris.7853

Frigoris.7853

Had some time to think about what changes I would like to see in them.
Have them able to be thrown again, lose this arming time garbage.
Then have them all become more powerful the longer they are in place. This would reward skilful planning but still means you could throw a trap into a group of enemies and offer some support to your team.
Placement duration: 0 seconds – weaker than they are now, then at 10, 20 and 30 seconds they become more powerful either with effects, damage or durations.

Another thought is transitioning fields.
At the end of the traps duration the field it creates would change, creating a new one for 4 seconds?, offering no extra damage but more utility.
Spike trap, the spikes would lower and anyone within its radius would stay crippled. Effect ends on leaving the trap radius of course.
Fire trap, the flames would die out and leave a smoke field.
Poison trap, this one was harder to decide on but maybe an ethereal field? Once they’re poisoned it’s natural that they might start tripping out and seeing purple wavy lines and hallucinations.
Frost trap, would melt into a water field.

With both of these changes traps would become more useful to both us and our team, and they would only be more powerful if played well.

Improving traps

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Posted by: Wondrouswall.7169

Wondrouswall.7169

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?

PET PRECISION & DPS TESTS -OUTDATED-
Will update once Path of Fire releases.

Improving traps

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Posted by: Justine.6351

Justine.6351

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.

Improving traps

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Posted by: Frigoris.7853

Frigoris.7853

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.

Improving traps

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Posted by: EvilZombie.6801

EvilZombie.6801

trap should also be able to use in water like how engineer mines are