Q:
Range of Player from the Trap
A:
600…
Experimenting hurts
80Rng – 80Wa – 80Thief – 80Grd – 80Ele – 80Engi – 80Necro
Thanks alot for answering my question. Saves me from needing to do my own experiementing…
Only 600? Are you sure about that?
600 is how far you can throw the trap if you trait for it. You can definitely be more that 600 units away from a trap without it despawning.
Only 600? Are you sure about that?
600 is how far you can throw the trap if you trait for it. You can definitely be more that 600 units away from a trap without it despawning.
When you take the throw trap ability the skill, after being thrown has a distance check when triggered, this is only done when you take the throw trap ability. If the trap on its second check is further than the permitted throw range, the trap will teleport towards you until it is in range causing it to do pretty much nothing. You can test this for yourself in HoTM with the moving golem. However if you do not take the trait there is no maximum distance and you can leave it places. The spike trap (since it uses all 3 hits at startup) tend to be useful even if you are over 600m, but the other ones will not be as helpful.
There is however a timer on how long the trap will last, I believe it to be around 45 seconds to a minute but I have never actually sat there to time it.
(edited by Taym.8326)
None of the above is true.
All traps except the flame trap persist for a good long time. You do not need to stay in range of them once placed either. I run a ranged trap build and this is absolutely unquestionable. While it is true that you will see the trap teleport to your location when it is triggered, this is a bug (which works as a nice alarm feature) – it is in fact activated at the original location, applying all effects and damage, as intended.
sPvP Build – WvW Build
Tarnished Coast Server- Anthrage Stormrider on Youtube
None of the above is true.
All traps except the flame trap persist for a good long time. You do not need to stay in range of them once placed either. I run a ranged trap build and this is absolutely unquestionable. While it is true that you will see the trap teleport to your location when it is triggered, this is a bug (which works as a nice alarm feature) – it is in fact activated at the original location, applying all effects and damage, as intended.
I am not sure how ignorant you are, but just in case I went and tested them all again just to be certain I was informing this player correctly. The frost, fire, and poison trap will all teleport without hitting their initial tick, whereas the spike trap will apply its full effect when you take the throw trap talents. Please do not provide incorrect information to new players. I will agree that the fire trap duration is much shorter than the others which was interesting to know. If you are unable to properly test this yourself I can upload a video as proof of this, but I would rather not because upload speed is not my friend.
edit – added a video anyway.
http://www.youtube.com/watch?v=0NBABBCjQtk&feature=youtu.be
(edited by Taym.8326)
I had no idea about that bug (have given up trying to keep track of Ranger bugs).
Thanks for taking the extra effort with the video.
I had no idea about that bug (have given up trying to keep track of Ranger bugs).
Thanks for taking the extra effort with the video.
No problem, it just bothers me a great deal when people spread incorrect information. I apologize if what I said came across as harsh.
I’ve been using traited traps for a long time. and I have never once encountered this issue.
Edit: Spike trap also doesn’t have a timer. I’ve dropped a spike trap in Lion’s Arch only to have it still be there 10 minutes later.
-BnooMaGoo.5690
(edited by Quarktastic.1027)
I’ve been using traited traps for a long time. and I have never once encountered this issue.
Edit: Spike trap also doesn’t have a timer. I’ve dropped a spike trap in Lion’s Arch only to have it still be there 10 minutes later.
The issue is way more apparent in sPvP when you can leave your traps somewhere to slow an enemy down. In PvE you normally run mobs into your traps and in WvW there are so many people around your trap may as well be a grenade. If you play in one of those two game modes primarily that is probably why you have no experienced it.
None of the above is true.
All traps except the flame trap persist for a good long time. You do not need to stay in range of them once placed either. I run a ranged trap build and this is absolutely unquestionable. While it is true that you will see the trap teleport to your location when it is triggered, this is a bug (which works as a nice alarm feature) – it is in fact activated at the original location, applying all effects and damage, as intended.
I am not sure how ignorant you are, but just in case I went and tested them all again just to be certain I was informing this player correctly. The frost, fire, and poison trap will all teleport without hitting their initial tick, whereas the spike trap will apply its full effect when you take the throw trap talents. Please do not provide incorrect information to new players. I will agree that the fire trap duration is much shorter than the others which was interesting to know. If you are unable to properly test this yourself I can upload a video as proof of this, but I would rather not because upload speed is not my friend.
edit – added a video anyway.
http://www.youtube.com/watch?v=0NBABBCjQtk&feature=youtu.be
This is the first time I am noticing this. Was this new to this patch? I remember doing sPvP/WvW a little while ago and being able to drop traps somewhere and have them still work correctly without doing this.
Elementalist
The Dragonfly Effect [Phi]
Haven’t run traps in my build in about a month or 6 weeks, but i never had any kind of teleportation nonsense. It might be a new bug that has come out since then though.
It has done this pretty much since release, the traps themselves do not teleport unless you take the trait though. Once I actually had this work in my favor when I was knocked off middle node and someone ran over my traps at side node and placed the trap right o nthe middle, was quite hilarious. But yes, this bug, or a variant of it has been in the game for over 2 months https://forum-en.gw2archive.eu/forum/professions/ranger/Ranger-Bug-List/page/3#post240719 .
The original incarnation would allow the first tick to hit before teleporting but 3 of the traps have been changed since then to teleport without hitting, whereas the spike trap remained the same. Also if you do not take the throw trap trait the traps do not teleport at all, so thats just how it is I suppose.
(edited by Taym.8326)
holy kittening kitten on a Popsicle stick, Taym is 100% right. I just tried this out in WvWvW and it works exactly as he says. never noticed this.
They take a sub-par class and fix all of the bugs that worked to our advantage (e.g. traps and sb) and leave all of the profession breaking ones for another day, if ever. You can feel the love