I love traps, and as all things in GW2, traps will have to grow along with everything else as the game matures. So what new spin on traps might we see going forward? Some aspects might be simply to add “flavor” as the general utilities are well-represented (i.e. bleed, burn, poison, freeze, etc). But I wanted to toss in one idea – what if Rangers could combine the flavor of taming wild animals with the idea of a trap. Here is my example:
Trap Door Spider (which really do exist)
Sets like a normal trap making a circle on the ground. As a player passes the upper half of the spider bursts out grabbing the target. You’d have a bit of the “Entangle” mechanic in that you gotta kill the spider to get free, and the spider is biting / poisoning in the meantime. In real life these suckers pop up in the blink of an eye and I’d have to think you’d get an OMG moment when that popped up and grabbed you.
11 second vid here http://www.youtube.com/watch?v=ySXCdcnKBgg&list=LP9u1gsNWMgU0&index=2&feature=plcp
The Beehive
Looks innocuous on the ground but when bumped releases a swarm of stinging bees that will follow the target, producing a different effect than a trap that simply sits in one place. Nice trade-off might be that the target diving in water will dispell the swarm.
Shark Bait (the chum trap)
Underwater item or bubble that contains blood n such; if you pass through the trap it chums the water, drawing a passle of modest-level sharks that will frenzy on anybody in the area, i.e. a bit of an AOE aspect to a trap. (I recognize the dimensionality of water – just tossing ideas here.) A variation on this theme is a more universal “chum” – i.e. any scent-based attractor that does not spawn critters, but draws any nearby critters to the target like a magnet. A smart Ranger could drop those in NPC-crowded areas to pretty horrific effect.
The Skunk trap
On the idea of scents – what about a trap that coats an enemy with something that actually induces harm on his friendlies if he gets close? Tactically interesting if you are suddenly left alone by your buddies who have to keep a distance for some period of time. Trying to rez a stinky player could transfer the effect. I could see a limited condition impact (like the skill-slowing efect of Chill) from the disgusting distraction known to anybody who has gotten skunked. That’d be a great one to drop at a gate in WvW and watch massed attackers scatter covered in funk!
The Yappy Dog
Funny idea but what about a trap meant to detect and reveal sneaks and stealthers? Trap is set, maybe with a longer duration, and anything passing opens the cage releasing a pissy chihuaha that simply goes ape-crazy yapping at the target and moving really really fast (ergo hard to target/kill) – not attacking but raising the alarm. Nice to drop in that back alley when you are facing foreward. Funny as hell anyway.
Just thinking out loud, but I love the idea that our “animal mastery” manifests in things other than just pets, and likewise that traps expand into other nature-related representations. Love to hear anybody’s thoughts…
(edited by Graevarg.4871)