(edited by Staffordshire.1752)
Ranger in Tpvp suggestion
Traps are powerful for AoE scenario even in a tPvP. The sacrifice for it is in the utility. Traps as such are pretty fine as they currently are.
Powerful with an obvious counter. If the enemy can outplay you – you’ll die. If they don’t, you’ll basically force so much condi bombing pressure that there’s no way they’ll trade you out.
An immense condi cleanse on the traps would be too much to ask for, in my humble opinion. They already give the upper hand in teamfights.
I’d actually welcome a Warhorn reconsider.
- ability 4 is coded horribly (can fail as a whole due to obstacles etc. and can also fail part of it due to obstacles… The second part should just go)
- the damage is way too low for the cooldown on it
But as I’m thinking of it – the only thing that traps need is the Superior Rune of the Trapper option in PvP environment. Nothing else is needed.
you could also tweak the change, survival skills clear 2 condis, make traps clear 1
im not gonna go into the rest since its all personal opinion anyways
Well, the idea is that traps are offensive abilities.
The SotF basically boosts your defensive potential by even more defense via condi cleanse. The offensive abilities that give you a huge AoE advantage (that has to be considered) would be a no-brainer if they provided a survival trait in one of the most used trait lines.
When thinking of a change from your perspective, always think of it from the enemy’s perspective, as well. If there was a build of AoE condi bomber (this name wields a lot of power by itself) that would have access to lots of removal mechanisms, it could anyday get out of hand.
The condi build needs only 1 stat for the damage, so the others are left for Toughness, Vitality or Healing power – all especially powerful since you have lots of evades in this build (you don’t need to deal damage through weapons – you prioritize on traps thus giving you lots of defensive weapon options).
If trappers should get some attention – it definitely is the utility. Not the defense. And the utility can be obtained through various ways, from which the runes are one of the ways to go.
Trapper builds need stunbreaks more than condition removal.
It has been suggested before but having a stunbreak on 1 or two of the traps would go a long way.
Space Marine Z [GLTY]
Traps need help for sure, too many traits and utilities required while damage is easily avoided.
If trap traits were moved , it should be to stam/boon duration line and consolidated into 1 mid tier trait imo as they just don’t do enough physical damage to be part of a zerker/power build
If they did , then having traps remove cond on throw would work rly well and make up for the lack of stunbreak (or having to trait for stunbreaks).
Other good suggestions for traps that ive seen include having them grant boons on throw/ remove boons on pulse or putting all traps into a kit.
We can dream
(edited by dylan.5409)