[Suggestion] How to make Frost Trap viable
I kind of disagree. Adding direct damage is what made this trap completely pointless in WvW since it now reveals you when using trapper runes.
What they should do is remove the damage and add something useful to it like a pulsing immobilize.
Yes that is soo useful to have cripple, immobilize and chill all at once…
Seriously the trap trait should be reworked, it looks like they just picked the first idea they had and later on realised it didn’t work with frost trap and healing spring but kept it anyway.
I say freeze applied opponents in a block of ice for 1.5-2 seconds, with 3-5 seconds of chill after the effects of ice block or breaking out with a stun break
I say freeze applied opponents in a block of ice for 1.5-2 seconds, with 3-5 seconds of chill after the effects of ice block or breaking out with a stun break
I like that. It could be like the frost bow 5 skill
I say freeze applied opponents in a block of ice for 1.5-2 seconds, with 3-5 seconds of chill after the effects of ice block or breaking out with a stun break
SOLD!
<sound of hammer hitting the table>I say freeze applied opponents in a block of ice for 1.5-2 seconds, with 3-5 seconds of chill after the effects of ice block or breaking out with a stun break
Only with a cooldown increase and the freeze limited to ¾sec (tops). Even Necros don’t have it that good with Executioner’s Scythe or “Chilled to the Bone!”
Will update once Path of Fire releases.
They at least should add another effect to Trapper’s Expertise that is something along the lines of: Defensive traps do x…
I say freeze applied opponents in a block of ice for 1.5-2 seconds, with 3-5 seconds of chill after the effects of ice block or breaking out with a stun break
Only with a cooldown increase and the freeze limited to ¾sec (tops). Even Necros don’t have it that good with Executioner’s Scythe or “Chilled to the Bone!”
Not too much of an increase. If you compare it to frostbow it seems like a pretty reasonable cooldown since they both use a utility slot but frostbow brings a whole lot more to the table than the trap does, including having deep freeze on the same cool down as frost trap.
Kind of different there as Frost Bow’s Deep Freeze is single-target with a 1½s root – proper risk for a nice reward. Frost Trap with a Freeze is more similar to Executioner’s Scythe’s ice field with the AOE freeze capability of “Chilled to the Bone!”
Why the cooldown would be shafted is the nature of traps being able to be placed and chained back-to-back and low cast+arming time while being mobile. Spike Trap is a prime example of how high the cooldown can be raised when given a powerful component.
With how Anet does things, if a Freeze were to be added onto Frost Trap, expect no less than a 50s cooldown and a minor Freeze of ½s, as they will be thinking of obscene perfect-case scenarios.
Will update once Path of Fire releases.
Yeah I still don’t understand the cooldown for spike trap. You’ve got a thief trap that knocks down and 1 that immobilizes on a 24 second cooldown. Plus neither of those deal direct damage so if you are running trapper runes you don’t get revealed.
You want to try something ridiculous try running a full dire thief with this set up http://gw2skills.net/editor/?vZAQBVSzEKbitNB7mA7TcITU+toN+QeO0C3gePniAA-TVA7AAw+DAA-w
It doesn’t get the burn damage the ranger brings but you don’t ever have to come out of stealth.
Not another disguised spike trap… We don’t need another CC trap, spike trap is the proof that this is a bad idea, high cooldown, high chance of getting triggered by ai/dodge, single application.
Ranger traps are about the combo field and ice is really good
Imo it should remain as it is now except 2 fix:
- the first tick applies chill (currently broken)
- additionally the trap also applies torment every pulse
(torment makes sense as it’s related to the theme of this trap)
Then the trapper trait could be rework to give a short duration immobilize to the charac. triggering it (1 second) just to make sure they automatically eat 2 pulse if they dont do anything, doesn’t sound op to me compared to what other classes have.
(edited by RevanCorana.8942)
What I wanted to achieve is to actually have traps that have clear use.
The thing is that every other trap already has a purpose.
Flame – condi DPS
Viper’s Nest – condi healing reduction
Spike – CC and condi spike
Frost – <nothing in particular>
We have absolutely zero Traps for Zerk use (except Spike that doesn’t scale in DMG) and that’s why I believe this trap doesn’t need any more dps conditions glued since we as a class no longer need more condition pressure (that’s what other 3 traps are).
Traps (in my opinion) fit hunters and rangers in particular and I’d personally like to see traps being used even in Zerk gear with Longbow. I mean, that’s the whole purpose of a battle trap. Prevent the enemy from getting to you.
Don’t you guyz want a viable Longbow build with spike trap for CC and hard-hitting chilling (amazing fighting condi) trap? To actually play around positioning and not stats for once, as a ranger should?
Frost Trap has a purpose and is viable. It just doesn’t line up with what you want. As is, it’s fine.
Will update once Path of Fire releases.
Frost Trap has a purpose and is viable. It just doesn’t line up with what you want. As is, it’s fine.
What’s it’s use?
I mean, I was kind of able to force it into a build but I realized I’m simply forsaking myself and replaced the trap with spike or what not.
The trap has a use only if you are desperate to try and find a use for it. It doesn’t have a single competitive use.
What if they just made the cooldown stupid low? I mean, Flame Trap’s already something like 15s traited, what if they reduced this to 10s?
What’s it’s use?
I mean, I was kind of able to force it into a build but I realized I’m simply forsaking myself and replaced the trap with spike or what not.The trap has a use only if you are desperate to try and find a use for it. It doesn’t have a single competitive use.
It’s Frost Trap. The chill it applies is the use. It may not see competitive use and used in niche chill builds, but the design for the intent is solid. A nice chill and one of the fastest ice fields available.
If it’s still not good enough, tell Anet replace it with a Dust Trap or improve Trapper’s Expertise.
Will update once Path of Fire releases.
just add freakin torment like 3 stack per pulse
Move [Trapper’s Expertise] to Grandmaster and move [Most Dangerous Game] to Adept. Improve Trapper’s Expertise.
Move [Trapper’s Expertise] to Grandmaster and move [Most Dangerous Game] to Adept. Improve Trapper’s Expertise.
That isn’t worth taking over quick draw.
I’d like Frost Trap to have the same effect as Ice Bow #5
Frost Trap doesn’t need any changes, IMO.
In Power Survival Ranger it replaces MT if you’re running the Skirmishing line, and it’ll be great for Stronghold too. There’s a lot more narrow space in the new WvW maps, so it has a lot of potential there too.
We don’t know how HOT PvE is going to feel yet, but it may or may not see some use there. It’s too early to say.
It’s a lot of Chill, guys. It’s fine.
It’s Frost Trap. The chill it applies is the use. It may not see competitive use and used in niche chill builds, but the design for the intent is solid. A nice chill and one of the fastest ice fields available.
If it’s still not good enough, tell Anet replace it with a Dust Trap or improve Trapper’s Expertise.
That’s exactly the problem.
It’s still not good enough.
That’s a 30 second cooldown (that isn’t guaranteed to proc, procs late and people can just walk out) that blocks our only access to offense, defense or utility. Assuming we are playing PvP (only place where chill is useful).
If you want disruption – you don’t even think about it. Straight Spike trap it is.
If you want to kite – you don’t need any trap of choice because Cripple from Trapper’s Expertise.
If you want to deal damage, you’ll certainly not pick ice trap since Flame Trap will deal more even with 0 condi damage.
The trap is not fine because it doesn’t fill any single role or purpose at all. If you intend to play Trapper builds – you don’t have enough utility slots because you’ll certainly pick Spike Trap, Flame Trap, and if you are brave enough to go without Lightning Reflexes – you’ll get Viper’s Nest (and not Ice Trap).
With all due respect. How many of those who claim the trap is fine are using it today (for other purposes than hotjoin, please)
Bolster Trapper’s Expertise then as Frost Trap fills a niche support role and does what it does well. As I see it, nothing is wrong with Frost Trap, but everything else in the game only makes it a weaker alternative.
Bugged 2nd arming time. Nerf to how much chill can be applied. Lazy implementation of Cripple on Trapper’s Expertise across all offensive traps instead of individual conditions. Knockdown added to Spike Trap, which was viewed as the weakest trap before the update.
I’d much rather see Trapper’s Expertise expanded on with Slow added for Frost Trap so it can see more use. Would still be very niche, but it will at least have more heads turning thinking of ways to utilize the combo of two powerful debuffs.
Will update once Path of Fire releases.
Yes there’s no reason that when triggered it doesn’t apply chill that’s the first problem.
Next it needs another condition to either deal damage or make it a dedicated debilitating trap worth taking.
Summary Anet must fix the first tick bug, add something more (+dmg or +torment or +slow)
Finally they must rework the trapper trait slightly, applying 1 sec of immobilize instead of cripple seems like a good choice.
@Revan
I mean, if it was immobilize I’d be all up for that.
Traps already suffer from high risk, so giving it a bit more reward for such an easy counterplay is not a bad thing to do.
Also, rooting the enemy for 2 guaranteed Chill applications and possibly blowing 1 dodge roll are not bad either.
It’s just that we asked for that change into Trapper’s Expertise before pre-HoT changes and we got a silly cripple, so I’m trying to find some other possible solutions.
However, the immobilize always was and ever will be the best solution for trap problems. Making them high risk/high reward is what they need. Now only for the reward part…