Spike trap recharge makes no sense...
The knockdown. Personally I don’t agree with the long cd of this trap, I don’t find a single knockdown that powerful.
What is the reasoning behind this 36 second recharge?
The launch and the fact it’s an AOE launch.
Will update once Path of Fire releases.
The reason I was against it being moved from a soft cc like immobilize to a hard cc. Also its annoying every time I see IMMUNE pop-up cause stability is everywhere now. What’s more embarrassing is that it won’t setup for an ancient seeds proc, which would be an immobilize ironically.
My adjustment would be 1/2sec daze&1sec immobilize. Chop recharge down to 20sec.
There isn’t that much of a damage difference when I compare Fire Trap to Spike trap.
Check it again. The AoE CC added to it makes perfect sense when deciding for a 36 sec CD for that.
Unblockable AOE knockdown. CD is fine.
Supposedly the CD was 20 seconds lower before the knockdown was added. https://forum-en.gw2archive.eu/forum/professions/ranger/Spike-Trap-Immobilize-to-KD-20sec-cd/first#post5214442
It can be used to stop revenants Crystal Hibernation (if no stability). And now they are planning to buff Hidden Barbs to 30% so it will have a bit more damage.
Maybe someone should tell http://en.gw2skills.net/editor/ that the cooldown has changed, it still says it is 20 (25).
Supposedly the CD was 20 seconds lower before the knockdown was added. https://forum-en.gw2archive.eu/forum/professions/ranger/Spike-Trap-Immobilize-to-KD-20sec-cd/first#post5214442
It can be used to stop revenants Crystal Hibernation (if no stability). And now they are planning to buff Hidden Barbs to 30% so it will have a bit more damage.
Maybe someone should tell http://en.gw2skills.net/editor/ that the cooldown has changed, it still says it is 20 (25).
Oh crazy I forget I made that ;-)
And I use both sharpening stone/spike trap now ;-)
The reason I was against it being moved from a soft cc like immobilize to a hard cc. Also its annoying every time I see IMMUNE pop-up cause stability is everywhere now. What’s more embarrassing is that it won’t setup for an ancient seeds proc, which would be an immobilize ironically.
My adjustment would be 1/2sec daze&1sec immobilize. Chop recharge down to 20sec.
I wouldn’t say not to a shorter CD, but I am more annoyed that it doesn’t proc ancient seeds. From the tooltips, it really should and thus I consider it a bug.
Spike Trap set a trap that bleeds and launched foes and further down: Knockdown: 1 sec
Ancient Seeds stricking a stunned, dazed, knocked down or launchend foe summons roots to entangle them.