Is Spike trap nerf justified?
It should be 35 sec max (untraited).
Is a bit long of a cooldown, but with my build I have other traps and AoE CD attacks to play with till it recharges.
I have no idea why they felt the need to have such a long cooldown on this trap.
1 sec knockdown is huge.
It is enough time for me to get an entangle on them before they can dodge. It also an AoE interrupts. You can interrupt all the players ressing a downed player. Compare this to interrupting one enemy at a time with PBS or Concussion shot.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
It’s not like a ranger will use it twice in a single pvp fight anyways using the old timers. How often does a Ranger last longer than 30 seconds in a fight in WvW continuously?
It’s not like a ranger will use it twice in a single pvp fight anyways using the old timers. How often does a Ranger last longer than 30 seconds in a fight in WvW continuously?
With the old cooldown I could keep up my speed from the trapper runes, with this I cant. And it feels terribly slow without.
I said same thing, 1sec immobilize &2sec cripple to 1sec kd for +20sec recharge was horrible trade. People were all like, go try its awesome!
Yeah nty, too clunky and too much recharge. Maybe we were just spoiled before.
I would be OK with 45-second cd if the damage was bumped up a bit more and the knockdown was 2s.
Will update once Path of Fire releases.
It’s not like a ranger will use it twice in a single pvp fight anyways using the old timers. How often does a Ranger last longer than 30 seconds in a fight in WvW continuously?
Oh, often enough I’d wager. Then again it depends on blind luck, player skill level of the attacker(s), among other things. Just had several fights whereas I was out numbers anywhere from 3 to 6 vs. just me. The fact I got away would wager I lasted longer than 30 seconds. It also says I probably had some of the lower skilled players engaging in the fight but oh well.
I guess my point is that it does happen lasting 30 seconds or longer. I’d wager the higher skilled rangers here make it more so but I don’t put myself in that category.
Johnny Johnny – Ranger (Ehmry Bay)
Hárvey Wallbanger – Alt Warrior (Ehmry Bay)
1 sec knockdown is huge.
No it’s not.
Someone with stability will waste 45sec cooldown
Someone dodging over it will waste 45sec cooldown
Someone blocking over it will waste 45sec cooldown
….
Thief have trapwire, a trap that untraited knockdown 3 seconds and apply 8 seconds of cripple for a cooldown of 30 seconds
On top of that it can’t be stacked like healing spring and traps can’t be launched anymore making it a defensive tool only
It should either pulse knockdown either reduce the cooldown to 25 seconds.
Spike trap was buffed. Sure, thief trap is strong but they can’t take advantage of it the same way ranger can due to the Rangers far superior ranged damage.
Am I good?… I’m good.
The 2 second immobilize (actually 1 second) was a bug that was silently fixed at some point before the June 23rd update.
I used spike trap a week or so before the update, and it didn’t immobilize anything, even when traited.
-BnooMaGoo.5690
Also the bleed got bumped up from 3 to 6 stacks
1 sec knockdown is huge.
It is enough time for me to get an entangle on them before they can dodge. It also an AoE interrupts. You can interrupt all the players ressing a downed player. Compare this to interrupting one enemy at a time with PBS or Concussion shot.
We are talking about 1 sec knockdown compared to 2.1/2 imob? I would always pick imob over knockdown with 12 sec cooldown nerf.
It’s not like a ranger will use it twice in a single pvp fight anyways using the old timers. How often does a Ranger last longer than 30 seconds in a fight in WvW continuously?
With long bow i can survive, with every other build you die pretty fast if you don’t have stone of signet and quick reaction time to kite long enough that you get some backup. But all other builds you get kittened up in 1 sec. Currently even with 3.2k armor i get 8k thief backstab, so much of balance.
Also the bleed got bumped up from 3 to 6 stacks
Every skill in game got linear buff, so stop comparing buffs that were basically buffs of conditions in general, and not buffs of specific skill. They rised 3>6 just because every single skill in game that was condi, got a linear buff.. when will people see that spike for real got linear nerf. and way to big CD on spike trap.
Spike trap was buffed. Sure, thief trap is strong but they can’t take advantage of it the same way ranger can due to the Rangers far superior ranged damage.
Sorry did what? how did trap bot buffed, once again linear buffs of condition don’t count because every skill that is condi got a buff. So what spike trap got was a nerf of 24 > 36 traited.. with exchange of 2sec imob > 1 sec knockdown..
(edited by Firelysm.4967)
I think that 45 seconds is a tad much (don’t even get me started on Sharpening Stone, especially when I start comparing it to venoms…).
30 to 35 would have been justifiable. I mean, maybe 40 seconds even (comparing it to Updraft on ele, closest I can make, and they can trait a 33% cooldown reduction).
45 makes it weak to me, especially for a class that needs its utility skills more for survival arguably than other classes.
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat
1 sec knockdown is huge.
It is enough time for me to get an entangle on them before they can dodge. It also an AoE interrupts. You can interrupt all the players ressing a downed player. Compare this to interrupting one enemy at a time with PBS or Concussion shot.
Only to realize Mesmer can just blink out, Ele can just cleanse it or teleport out, Guardian can just cleanse it or JI you, Warrior can just break-stun and rampage you, ignoring all your CC. Heck, even Ranger can just press LR and ignore all these and remove the rest of the condition on him.
It is by no means a strong combo anymore.
It should either pulse knockdown either reduce the cooldown to 25 seconds.
That’s always struck me as a fatal flaw with spike trap – it doesn’t pulse. IMHO traps weren’t just about damage or conditions. They were about area denial. Spike trap never fit because it was essentially wasted after one target ran into it. Add in the loss of throwable traps and the increased cooldown, and it’s a really poor skill.
You know those thorn vines in the Sylvari intro and the Arah Temple event that cripple and bleed you as long as you’re in them? That’s how spike trap should work after it’s been activated. Unavoidable cripple and damage for a duration after the trap is triggered.
spike trap is undoubtedly very good. in fact, all traps are. spike trap needs its CD lowered to 35s baseline, 30s traited.
then, certain weapons need to be revamped so we can actually slot 2 traps without getting blown up instantly. not sure how many people realize this but most of ranger woes originate from terrible weapon skill design. our utilities are actually on par with the rest of the profs, more or less. even most of the traits are decent. but the problem lies in the horrible weapon design.
our utilities are actually on par with the rest of the profs, more or less. even most of the traits are decent. but the problem lies in the horrible weapon design.
That’s stretching it. We got a couple of poorly designed weapons (Anet really nailed it when they topped it off by removing the radius and range from our off-hands) aswell as bad utilities. You can redesign some of all weapons all you want, within reason obviously, but three out of our four utility shouts are till “meh”, and the spirits are still lackluster, traited or not. None of these skills will be more appealing unless you fundamentally change them.
As far as spike trap goes, it’s good, but the ridiculous 20 seconds they so quickly added to the cooldown isn’t justfied in my book. Shave off 10 seconds.
(edited by Lazze.9870)
our utilities are actually on par with the rest of the profs, more or less. even most of the traits are decent. but the problem lies in the horrible weapon design.
That’s stretching it. We got a couple of poorly designed weapons (Anet really nailed it when they topped it off by removing the radius and range from our off-hands) aswell as bad utilities. You can redesign some of all weapons all you want, within reason obviously, but three out of our four utility shouts are till “meh”, and the spirits are still lackluster, traited or not. None of these skills will be more appealing unless you fundamentally change them.
As far as spike trap goes, it’s good, but the ridiculous 20 seconds they so quickly added to the cooldown isn’t justfied in my book. Shave off 10 seconds.
I agree on that very strongly. I would really love to see GW1 style of balance, where almost every skill was viable in build, and you were able to build what ever you felt like and it worked if you executed and nailed your rotations and idea of how team should work with your build.
But in guild wars 2, traits are so weak that half of them are not even having any synergy, and sometimes we are just forced to pick entire line, just because we need one grandmaster or major trait in the line to make build viable. Which is on so many ways wrong. I have no words for balance them, ranger has literally 2 good builds. LB and condi. amen.
I would really love to see GW1 style of balance, where almost every skill was viable
Guess we played a different gw1.
It’s not like a ranger will use it twice in a single pvp fight anyways using the old timers. How often does a Ranger last longer than 30 seconds in a fight in WvW continuously?
Tell me you are kidding with the last question.