(edited by StickerHappy.8052)
Trap Improvements! Discuss!
I agree with everything except the last change to frost trap. I don’t think frost trap need damage.
The rest 10/10. I hope Anet read this.
traps are fine.
traps are fine.
yes they are in small skirmishes and 1v1. If they were fine, We should’ve seen a lot in Tournies by now.
Responses like this are meh. Couldve justified youre post. Rangers are fine, traps are fine, those kind of comments.
Don’t you wish your class offered more utility?
(edited by StickerHappy.8052)
In WvW Trapper is overpowered, don’t know about pvp (cause lack of trapper rune)
But your suggestions are more than overpowered for wvw and pve. With the curre t condition damage you can easily kill 2 enemies plus guarding npcs at one time. So your suggestions must change traps pvp only.
My suggestions (for wvw and pve at least)
Move Trapper-traits to survival
Give us Underwater traps
(edited by Aleksander Suburb.4287)
To be honest I think all traps really need is (like Spirits and Signets in the past) less reliance on their GM Trait.
Traps build are great but because you need 6 in the SK line, and then 6 more in WS to have any hope on dealing with conditions, all trap build end up more or less the same trait wise, and it does get boring and predictable.
Moving the Trap Traits to WS does NOT solve this problem and infact it makes it conciderably worse because then trappers can’t use either of our Cleansing GM traits.
They should put the 20% CD reduction as a stand alone Adept Trait, leave the Master Trait as it is, put the x2 condition duration from the current GM as default and then create a new GM which adds something a little different but not entirely nessesary. Boon stripping isnt a bad idea, or boon giving to allies would be neat too.
That way you could quite easily have a trapper build with only the Adept trait, and while going further in for the Master and GM would make them better, it would not be totally nessesary.
Gunnar’s Hold
Only thing I’d like to see:
Make double conditions duration default
Make a trait that adds extra effects like immob to spike.
The only thing id prefer is that traps actually fealt like traps. Right now I almost never use htem as traps. mearly as on point condi barrages. VERY rarely will I throw one on a choke out in hte middle of nowhere to slow down an enemy that might pass through it.
Even then it doesnt really FEEL like an “oh kitten” moment to get hit by a trap. Theres little impact to it other than a bit of annoyance. Its only in the condi based builds that they really seem to have an imapct.
So if any changes should be made. I feel that having stepped into a trap should very definetly be an oh kitten moment. Either by upping hte damage of the traps. Or making the effects more “you stepped in it your stuck with it” atleast in part. I dont mind if that means they take a second or two to put down. Or if there cooldowns have to go up a bit.
Of course thats only my opinion. I use spike trap as part of my personal build and it does its job (barely)
My suggestions (for wvw and pve at least)
Move Trapper-traits to survival
Give us Underwater traps
Looking at the traits that are already in Wilderness Survival, I don’t get why people would move trapper traits there aswell. It would require som exstensive shuffling of traits that potensially hurts other builds. Adding additional offensive utilities to the traps and let them stay in skirmishing makes a lot more sense to me.
I would like Anet to look at the skirmishing line in their next balancing update. Maybe traps will get some love while at it.
(edited by Lazze.9870)
Id honestly prefer to keep trap traits in skirmishing to be honest. There not a condi only utility. And them being in skirmishing makes them more available to certain power builds as CC options (As I said in my previous post I use spike despite being a power build) If they were in wilderness survival..I doubt id be able to bring them as easily. Becuase id have to give up alot of precision to do so…..or go condi ranger. A playstyle I find just a tad too easy to win with.
People want traps in WS because it makes sense to have condi dmg utilities in the condi dmg trait line. Instead of doing a massive reshuffle of traits why not just adjust traps to be more power/team focused? Up the damage upon trigger and swap out the damage condis they give like bleeding and burning, to other non-damage condis or a daze/immobilze
Maybe make traps do a TON of damage if they crit, which would make sense based off of the line they are in.
I kind of agree with Sendaf. I personally would just make traps fill a hybrid role so they’re valuable to condi and power builds than simply try and focus all their attention on condi playstyle.
I’m also not sure removing a boon on trigger and traiting that to 2 boons is really powerful enough, but given the cooldown on some traps it may work out.
As for the comment that traps are fine, other than some quirks and spike trap overall, they’re not bad if you play a condi bunker build. Traps do have the problem of never being taken unless you spec for them though. The problem is the class overall just doesn’t provide much to the group and one thing this game needs more of is boon removal. Giving rangers access to it may start seeing them break into the meta in WvW and PvP.
I’m just not sure 2 boons per trap is enough when you consider how reliant rangers are on their utility skills to keep them alive. They sacrifice a lot to take a trap. Especially if they don’t specifically build for them.
In WvW Trapper is overpowered, don’t know about pvp (cause lack of trapper rune)
But your suggestions are more than overpowered for wvw and pve. With the curre t condition damage you can easily kill 2 enemies plus guarding npcs at one time. So your suggestions must change traps pvp only.My suggestions (for wvw and pve at least)
Move Trapper-traits to survival
Give us Underwater traps
Trapper overpowered in WvW?. How? You can’t run uttilities and traps aren’t the best choice to put condis on enemies. How exactly are traps overpowered?.
I’m not saying they’re a complete disaster or boring, but far from OP compared to other builds / classes.
In WvW Trapper is overpowered, don’t know about pvp (cause lack of trapper rune)
But your suggestions are more than overpowered for wvw and pve. With the curre t condition damage you can easily kill 2 enemies plus guarding npcs at one time. So your suggestions must change traps pvp only.My suggestions (for wvw and pve at least)
Move Trapper-traits to survival
Give us Underwater trapsTrapper overpowered in WvW?. How? You can’t run uttilities and traps aren’t the best choice to put condis on enemies. How exactly are traps overpowered?.
I’m not saying they’re a complete disaster or boring, but far from OP compared to other builds / classes.
I think hes refering to the runes in particular. Which really cant be said to be overpowered except as a method of getting from point a-b safely and quickly. Yeah in that case its OP as hell. But as far as in combat goes id say its more ANNOYING than OP.
It has been discussed before…traps force you to sacrifice your survival utilities which are essential in PvP.
We need access to at least one on-demand stun break whilst running 3 traps…
Nothing else is required.
Space Marine Z [GLTY]
Problem is the dependence on a GM trait, I think.
Random suggestion: Remove the trap potency trait, move the double duration to default, move the recharge reduction to Trapper’s Defense (that currently pretty weak adept trait), and make the replacement GM trait unrelated to traps.
I think traps are fine, although I think having to sacrifice two trait points to make them remotely effective is a bit silly. I also think the cooldown on Frost Trap needs to be reduced. As is, the cooldown is far too long for a non-damaging utility that only applies Chill. Chill is a strong condition but the cooldown is too long for it to be particularly effective.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
It has been discussed before…traps force you to sacrifice your survival utilities which are essential in PvP.
We need access to at least one on-demand stun break whilst running 3 traps…
Nothing else is required.
Again, the point of the improvements are to:
A.) Make us viable in team fights, If traps can remove boons, then we are of use for another important duty, also, if Spike trap now pulses, it can affect more than 1 target, again helps immensely in team fights.
B.) Creating a new trait, merging and putting some stuff into default makes the traits for traps more reasonable, makes it more worthwhile to go 6 into Skirmishing.
EX: you waste a major trait just to make traps ground targeted and larger, which IMO should be default so you could have smart placement of traps.
(edited by StickerHappy.8052)
Problem is the dependence on a GM trait, I think.
Random suggestion: Remove the trap potency trait, move the double duration to default, move the recharge reduction to Trapper’s Defense (that currently pretty weak adept trait), and make the replacement GM trait unrelated to traps.
If you change Trapper’s Defense, it would be more problematic, because all classes’ downed traits are weak and most often not traited for. SO in the end, Anet should rework majority if not all downed traits.
(edited by StickerHappy.8052)
I kind of agree with Sendaf. I personally would just make traps fill a hybrid role so they’re valuable to condi and power builds than simply try and focus all their attention on condi playstyle.
I’m also not sure removing a boon on trigger and traiting that to 2 boons is really powerful enough, but given the cooldown on some traps it may work out.
As for the comment that traps are fine, other than some quirks and spike trap overall, they’re not bad if you play a condi bunker build. Traps do have the problem of never being taken unless you spec for them though. The problem is the class overall just doesn’t provide much to the group and one thing this game needs more of is boon removal. Giving rangers access to it may start seeing them break into the meta in WvW and PvP.
I’m just not sure 2 boons per trap is enough when you consider how reliant rangers are on their utility skills to keep them alive. They sacrifice a lot to take a trap. Especially if they don’t specifically build for them.
1 or 2 or 3 boons, it doesn’t matter, the point is you have something new to bring to the table to your team, instead of just you know spending 6 points into Skirmishing just for a regular trapping playstyle.
Fire trap, Viper trap, Frost trap, are the only ones AOE, and youll be only getting 2 of those because you will lack stun breaks.
Spike trap should be AOE too. given its immensely helpful immob.
I think traps are fine, although I think having to sacrifice two trait points to make them remotely effective is a bit silly. I also think the cooldown on Frost Trap needs to be reduced. As is, the cooldown is far too long for a non-damaging utility that only applies Chill. Chill is a strong condition but the cooldown is too long for it to be particularly effective.
Yes Chill is effective, but a lot of classes can remove it or reduce its duration by traiting too.
Dogged March
Leg Mods
The Ele Remove on Dodge
Withdraw
Automated Response
Factor that plus regular condition removal + -Duration Condition Runes
Plus Factor the thief, Thief Weapon skills and initiative regeneration are not affected by chill. So. would you still call it a strong condition in an organized teams.?
If it is, Chill Necro should be a meta by now.
I kind of agree with Sendaf. I personally would just make traps fill a hybrid role so they’re valuable to condi and power builds than simply try and focus all their attention on condi playstyle.
I’m also not sure removing a boon on trigger and traiting that to 2 boons is really powerful enough, but given the cooldown on some traps it may work out.
As for the comment that traps are fine, other than some quirks and spike trap overall, they’re not bad if you play a condi bunker build. Traps do have the problem of never being taken unless you spec for them though. The problem is the class overall just doesn’t provide much to the group and one thing this game needs more of is boon removal. Giving rangers access to it may start seeing them break into the meta in WvW and PvP.
I’m just not sure 2 boons per trap is enough when you consider how reliant rangers are on their utility skills to keep them alive. They sacrifice a lot to take a trap. Especially if they don’t specifically build for them.
1 or 2 or 3 boons, it doesn’t matter, the point is you have something new to bring to the table to your team, instead of just you know spending 6 points into Skirmishing just for a regular trapping playstyle.
Fire trap, Viper trap, Frost trap, are the only ones AOE, and youll be only getting 2 of those because you will lack stun breaks.
Spike trap should be AOE too. given its immensely helpful immob.
Do you think a Ranger will find a spot in a group just because their traps remove 2 boons per proc? Over a Necro or Mesmer that can remove far more? I don’t know… but that’s what needs to be considered.
Just bringing boon removal to the table isn’t going to help unless the entire class has a niche to fill that isn’t better filled by another class.
Having an elite trap added would be a huge help as it would open up a utility slot for survival.
Maybe something like this?
Spike Pit- Deals X damage on proc, Dazes X seconds on Proc, Strips all boons on proc
only 1 proc, 3 targets max
It sets up other traps well, brings boon strip utility, and will weaken the hammer train in wvw by not only ripping stability off the front line but also makes them stand in the other traps stacked on top of the choke point.
I kind of agree with Sendaf. I personally would just make traps fill a hybrid role so they’re valuable to condi and power builds than simply try and focus all their attention on condi playstyle.
I’m also not sure removing a boon on trigger and traiting that to 2 boons is really powerful enough, but given the cooldown on some traps it may work out.
As for the comment that traps are fine, other than some quirks and spike trap overall, they’re not bad if you play a condi bunker build. Traps do have the problem of never being taken unless you spec for them though. The problem is the class overall just doesn’t provide much to the group and one thing this game needs more of is boon removal. Giving rangers access to it may start seeing them break into the meta in WvW and PvP.
I’m just not sure 2 boons per trap is enough when you consider how reliant rangers are on their utility skills to keep them alive. They sacrifice a lot to take a trap. Especially if they don’t specifically build for them.
1 or 2 or 3 boons, it doesn’t matter, the point is you have something new to bring to the table to your team, instead of just you know spending 6 points into Skirmishing just for a regular trapping playstyle.
Fire trap, Viper trap, Frost trap, are the only ones AOE, and youll be only getting 2 of those because you will lack stun breaks.
Spike trap should be AOE too. given its immensely helpful immob.
Do you think a Ranger will find a spot in a group just because their traps remove 2 boons per proc? Over a Necro or Mesmer that can remove far more? I don’t know… but that’s what needs to be considered.
Just bringing boon removal to the table isn’t going to help unless the entire class has a niche to fill that isn’t better filled by another class.
Yes i think so, don’t forget that we are not replacing condis on traps for removing boons, we still have that past ultility for condi bombing AOE + removing boons. and we have entangle on top of that
I think traps are fine, although I think having to sacrifice two trait points to make them remotely effective is a bit silly. I also think the cooldown on Frost Trap needs to be reduced. As is, the cooldown is far too long for a non-damaging utility that only applies Chill. Chill is a strong condition but the cooldown is too long for it to be particularly effective.
Yes Chill is effective, but a lot of classes can remove it or reduce its duration by traiting too.
Dogged March
Leg Mods
The Ele Remove on Dodge
Withdraw
Automated ResponseFactor that plus regular condition removal + -Duration Condition Runes
Plus Factor the thief, Thief Weapon skills and initiative regeneration are not affected by chill. So. would you still call it a strong condition in an organized teams.?
If it is, Chill Necro should be a meta by now.
Are you agreeing with me or disagreeing. I can’t tell.
Chill is very strong despite how many ways other professions have to reduce it’s duration. A well timed chill can make a big difference, especially if you use it after someone has popped their heal. Ranger has access to a chill on a pretty short cooldown via Winter’s Bite. If you reduced the cooldown of Frost Trap too drastically it’d be too easy to keep perma-chill on people which would be very strong, especially because you wouldn’t really have to sacrifice anything to do it. I’m just saying that for a trap that does no damage and only applies a fairly short chill duration it should either have it’s cooldown slightly reduced or the chill duration slightly increased.
I made this suggestion before but how about with Trap Potency trait you also gain a second condition per-trap.
Flame Trap: Burning / trait – Burning + Blindness per pulse
Frost Trap: Chill / trait Chill + Vulnerability per pulse
Viper’s Nest: Poison / trait Poison + Weakness per pulse
Per pulse = duration/stacks increase the longer the target stands within the trap.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Having an elite trap added would be a huge help as it would open up a utility slot for survival.
Maybe something like this?
Spike Pit- Deals X damage on proc, Dazes X seconds on Proc, Strips all boons on proc
only 1 proc, 3 targets maxIt sets up other traps well, brings boon strip utility, and will weaken the hammer train in wvw by not only ripping stability off the front line but also makes them stand in the other traps stacked on top of the choke point.
IMO, as a mesmer main, having a 48 second Elite is still better than most, its AOE too, immob. Although is hit or miss elite, its the same boat as our MoA, hit or miss, single target, 180 second cd.
Since Entangle is already 48 seconds with traits, it also synergizes really well with on-elite runes like krait or lyssa.
So Entangle is 48 second AOE, immob bleed poison torment elite. I would rather just fix the traits, and maybe fix or improve current traits.
I think traps are fine, although I think having to sacrifice two trait points to make them remotely effective is a bit silly. I also think the cooldown on Frost Trap needs to be reduced. As is, the cooldown is far too long for a non-damaging utility that only applies Chill. Chill is a strong condition but the cooldown is too long for it to be particularly effective.
Yes Chill is effective, but a lot of classes can remove it or reduce its duration by traiting too.
Dogged March
Leg Mods
The Ele Remove on Dodge
Withdraw
Automated ResponseFactor that plus regular condition removal + -Duration Condition Runes
Plus Factor the thief, Thief Weapon skills and initiative regeneration are not affected by chill. So. would you still call it a strong condition in an organized teams.?
If it is, Chill Necro should be a meta by now.
Are you agreeing with me or disagreeing. I can’t tell.
Chill is very strong despite how many ways other professions have to reduce it’s duration. A well timed chill can make a big difference, especially if you use it after someone has popped their heal. Ranger has access to a chill on a pretty short cooldown via Winter’s Bite. If you reduced the cooldown of Frost Trap too drastically it’d be too easy to keep perma-chill on people which would be very strong, especially because you wouldn’t really have to sacrifice anything to do it. I’m just saying that for a trap that does no damage and only applies a fairly short chill duration it should either have it’s cooldown slightly reduced or the chill duration slightly increased.
I made this suggestion before but how about with Trap Potency trait you also gain a second condition per-trap.
Flame Trap: Burning / trait – Burning + Blindness per pulse
Frost Trap: Chill / trait Chill + Vulnerability per pulse
Viper’s Nest: Poison / trait Poison + Weakness per pulsePer pulse = duration/stacks increase the longer the target stands within the trap.
Ooops sorry. Yes I agree with you, but the point that makes me contemplate is that the status of chill itself.
If it is really that strong, why are there no builds that play a chill centered build on High lvl play?
And yes, I have the same idea as adding 1 more condition. This would eliminate the hassle of making new trap altogether and as such, Anet’s resources could go on other ways like improving our pet.
The main issue is here is the lackluster traits.
Same goes for Vigorous Spirits, why not make it 70% by default since Spirits are also squishy as kitten.
PS: Maybe change vulnerability or make it 5 stacks, It wouldn’t matter if its 3 pulses because its only 3 stacks = 3% more damage since traps can only have 3 maximum pulses.
(edited by StickerHappy.8052)
Do you think a Ranger will find a spot in a group just because their traps remove 2 boons per proc? Over a Necro or Mesmer that can remove far more? I don’t know… but that’s what needs to be considered.
Just bringing boon removal to the table isn’t going to help unless the entire class has a niche to fill that isn’t better filled by another class.
We have the most access to immobilize. I wouldn’t really call that a “niche” but just saying, if you build for it, you can darn near keep people perma-immobilized.. Jungle Spider F2 and regular attacks, Spike Trap (with trait), Muddy Terrain, Entangle and Stone Spirit active attack. All of that can even be used in the same build, annoyingly enough.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
I think traps are fine, although I think having to sacrifice two trait points to make them remotely effective is a bit silly. I also think the cooldown on Frost Trap needs to be reduced. As is, the cooldown is far too long for a non-damaging utility that only applies Chill. Chill is a strong condition but the cooldown is too long for it to be particularly effective.
Yes Chill is effective, but a lot of classes can remove it or reduce its duration by traiting too.
Dogged March
Leg Mods
The Ele Remove on Dodge
Withdraw
Automated ResponseFactor that plus regular condition removal + -Duration Condition Runes
Plus Factor the thief, Thief Weapon skills and initiative regeneration are not affected by chill. So. would you still call it a strong condition in an organized teams.?
If it is, Chill Necro should be a meta by now.
Are you agreeing with me or disagreeing. I can’t tell.
Chill is very strong despite how many ways other professions have to reduce it’s duration. A well timed chill can make a big difference, especially if you use it after someone has popped their heal. Ranger has access to a chill on a pretty short cooldown via Winter’s Bite. If you reduced the cooldown of Frost Trap too drastically it’d be too easy to keep perma-chill on people which would be very strong, especially because you wouldn’t really have to sacrifice anything to do it. I’m just saying that for a trap that does no damage and only applies a fairly short chill duration it should either have it’s cooldown slightly reduced or the chill duration slightly increased.
I made this suggestion before but how about with Trap Potency trait you also gain a second condition per-trap.
Flame Trap: Burning / trait – Burning + Blindness per pulse
Frost Trap: Chill / trait Chill + Vulnerability per pulse
Viper’s Nest: Poison / trait Poison + Weakness per pulsePer pulse = duration/stacks increase the longer the target stands within the trap.
Ooops sorry. Yes I agree with you, but the point that makes me contemplate is that the status of chill itself.
If it is really that strong, why are there no builds that play a chill centered build on High lvl play?
And yes, I have the same idea as adding 1 more condition. This would eliminate the hassle of making new trap altogether and as such, Anet’s resources could go on other ways like our pet.
The main issue is here is the lackluster traits.
Same goes for Vigorous Spirits, why not make it 70% by default since Spirits are also squishy as kitten.
Valid point about it not being used on high level play. With how easy it is to remove or reduce the duration of chill as you mentioned, I don’t think many people try to factor it in to their builds. Yet at the same time, too much chill would be extremely powerful. Ever fought the keep champion in Edge Of The Mists with Eternal Frost Aura? Pema-chill like that is insanely strong. I don’t know where I stand on this really I just think that if Frost Trap had it’s duration reduced too much, it would be too strong, even if a lot of people are basically immune to it, the ones that aren’t would get freaking rekt.
And yeah, anything to buff spirits would also be nice IMO. If anything the trait that gives them more health should also give them more toughness, assuming they even have toughness to begin with.
I’m on the fence about the whole trap situation though. As long as they’re not nerfed I guess I’ll be happy because I’ve been a trapper Ranger for over half a year now and I love it to death.
Champion: Phantom, Hunter, Legionnaire, Genius
WvW rank: Diamond Colonel | Maguuma
Do you think a Ranger will find a spot in a group just because their traps remove 2 boons per proc? Over a Necro or Mesmer that can remove far more? I don’t know… but that’s what needs to be considered.
Just bringing boon removal to the table isn’t going to help unless the entire class has a niche to fill that isn’t better filled by another class.
We have the most access to immobilize. I wouldn’t really call that a “niche” but just saying, if you build for it, you can darn near keep people perma-immobilized.. Jungle Spider F2 and regular attacks, Spike Trap (with trait), Muddy Terrain, Entangle and Stone Spirit active attack. All of that can even be used in the same build, annoyingly enough.
Exactly. or. Dog f2, KD, Spike Trap, Muddy Terrain, Entangle, Swap, Wolf f2, (while immob to prevent cleanse), KD, so add that boon removal on the equation + the suggestion of adding 1 more condition to traps, tbh I would run that on my team.
I think traps are fine, although I think having to sacrifice two trait points to make them remotely effective is a bit silly. I also think the cooldown on Frost Trap needs to be reduced. As is, the cooldown is far too long for a non-damaging utility that only applies Chill. Chill is a strong condition but the cooldown is too long for it to be particularly effective.
Yes Chill is effective, but a lot of classes can remove it or reduce its duration by traiting too.
Dogged March
Leg Mods
The Ele Remove on Dodge
Withdraw
Automated ResponseFactor that plus regular condition removal + -Duration Condition Runes
Plus Factor the thief, Thief Weapon skills and initiative regeneration are not affected by chill. So. would you still call it a strong condition in an organized teams.?
If it is, Chill Necro should be a meta by now.
Are you agreeing with me or disagreeing. I can’t tell.
Chill is very strong despite how many ways other professions have to reduce it’s duration. A well timed chill can make a big difference, especially if you use it after someone has popped their heal. Ranger has access to a chill on a pretty short cooldown via Winter’s Bite. If you reduced the cooldown of Frost Trap too drastically it’d be too easy to keep perma-chill on people which would be very strong, especially because you wouldn’t really have to sacrifice anything to do it. I’m just saying that for a trap that does no damage and only applies a fairly short chill duration it should either have it’s cooldown slightly reduced or the chill duration slightly increased.
I made this suggestion before but how about with Trap Potency trait you also gain a second condition per-trap.
Flame Trap: Burning / trait – Burning + Blindness per pulse
Frost Trap: Chill / trait Chill + Vulnerability per pulse
Viper’s Nest: Poison / trait Poison + Weakness per pulsePer pulse = duration/stacks increase the longer the target stands within the trap.
Ooops sorry. Yes I agree with you, but the point that makes me contemplate is that the status of chill itself.
If it is really that strong, why are there no builds that play a chill centered build on High lvl play?
And yes, I have the same idea as adding 1 more condition. This would eliminate the hassle of making new trap altogether and as such, Anet’s resources could go on other ways like our pet.
The main issue is here is the lackluster traits.
Same goes for Vigorous Spirits, why not make it 70% by default since Spirits are also squishy as kitten.
Valid point about it not being used on high level play. With how easy it is to remove or reduce the duration of chill as you mentioned, I don’t think many people try to factor it in to their builds. Yet at the same time, too much chill would be extremely powerful. Ever fought the keep champion in Edge Of The Mists with Eternal Frost Aura? Pema-chill like that is insanely strong. I don’t know where I stand on this really I just think that if Frost Trap had it’s duration reduced too much, it would be too strong, even if a lot of people are basically immune to it, the ones that aren’t would get freaking rekt.
And yeah, anything to buff spirits would also be nice IMO. If anything the trait that gives them more health should also give them more toughness, assuming they even have toughness to begin with.
I’m on the fence about the whole trap situation though. As long as they’re not nerfed I guess I’ll be happy because I’ve been a trapper Ranger for over half a year now and I love it to death.
I am also a trapper ranger to pvp and I love it to death, Im just iffy on the Redundant traits, 2 traits and it doesn’t even make it a game changer.
Also, most of the time you will slot in Spike Trap for the short CD and immob, wouldn’t you wish it was AOE like all traps?
To be honest, I’m not really trapping. Like to fight face-to-face.
But it would catch my attention if I were able to use it like a C4 & Granades in FPS games, or something like those. Place + Activate on will for additional effects.
The point of hunter traps are to catch or weaken preys, but the best we can do is to trap ourselves underneath, or crossing fingers to have an oponent who goes that way you expect. So it mostly works as intended, and there are more important ranger things to fix than Traps.
Attachments:
“A man chooses; a slave obeys.” | “Want HardMode? Play Ranger!”
So it mostly works as intended.*
Things can very well work as intended and still be somewhat underperforming or overlooked because of better options. Buffing and adding things isn’t always the same as fundamentally changing something, which is what you do if it’s not working as intended.
and there are more important ranger things to fix than Traps.*
Spread the love. Fix it all.
So it mostly works as intended, and there are more important ranger things to fix than Traps.
Than sounds like “I dont play traps so it doesn’t matter to me”. I think there’s some consensus about traps being the way to make ranger somewhat viable (and some pet fixes). After all, traps are our only real AOE.
Behind the pet and shouts, traps are probably the largest thing wrong with the class.
They require too many traits. The traits are all in the wrong tree. They take away too much utility to use. Don’t compliment the class in anyway unless specifically traited for their use. The only thing ‘right’ about traps is if you spec for them, they work great in duels.
So yea, traps are as good a place to start as any.
Behind the pet and shouts, traps are probably the largest thing wrong with the class.
They require too many traits. The traits are all in the wrong tree. They take away too much utility to use. Don’t compliment the class in anyway unless specifically traited for their use. The only thing ‘right’ about traps is if you spec for them, they work great in duels.
So yea, traps are as good a place to start as any.
Exactly, traps are in the same boat as spirits in a sense, they require a whole 6 pts in a line for optimal use, but 6 points in a line for a single purpose should be stronger IMO, you trade so much for them, 6 pts and utility slots.
So it mostly works as intended, and there are more important ranger things to fix than Traps.
Than sounds like “I dont play traps so it doesn’t matter to me”. I think there’s some consensus about traps being the way to make ranger somewhat viable (and some pet fixes). After all, traps are our only real AOE.
Yep that sounds about like it. I think we and the mesmer forums share the same thing too,. there is a divide over the class itself. Oh dont forget Entangle is our AOE although it is not a trap.
Behind the pet and shouts, traps are probably the largest thing wrong with the class.
They require too many traits. The traits are all in the wrong tree. They take away too much utility to use. Don’t compliment the class in anyway unless specifically traited for their use. The only thing ‘right’ about traps is if you spec for them, they work great in duels.
So yea, traps are as good a place to start as any.
Exactly, traps are in the same boat as spirits in a sense, they require a whole 6 pts in a line for optimal use, but 6 points in a line for a single purpose should be stronger IMO, you trade so much for them, 6 pts and utility slots.
That’s why I still think spirits should just be removed and changed to an aura type system that is attached to the pet (lol, as if we need more on a broken pet…). At least that way you no longer need a trait to allow them to move, they can be balanced around being auras, and you can attach their secondary effects to the pet F2 making them quite easy to balance and ‘counterplay’.
Then with those traits removed, we can get some real druid action to compliment our new staff (lol, as if…).
well IMHO aside from making the GM trait baseline they just need some minor improvements
Frost trap needs a cooldown reduction badly for its current usefulness and perhaps another condition vuln/weakness/torment take a pick
Poison trap could use another cover condition vuln/weakness/torment take a pick since condi ranger already got more than enough poison with pets/doom/SB/Dagger/Sword/poison master
one of traps needs to be a stunbreak since we are unlikely to take one if we wish to make the full use out of our investment
spike trap needs to pulse more for the extra cripple/immob and bleeds like the rezz trait version
boon strip/condi removal on a new GM would be nice but not really needed. if it happens though I could see myself using Poison Master instead of EB. nice for build diversity since EB is too hard to pass up in that slot
still traps are in a better place than shouts. who would be crazy enough to take a full bar of THAT
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
To be honest, I’m not really trapping. Like to fight face-to-face.
But it would catch my attention if I were able to use it like a C4 & Granades in FPS games, or something like those. Place + Activate on will for additional effects.
The point of hunter traps are to catch or weaken preys, but the best we can do is to trap ourselves underneath, or crossing fingers to have an oponent who goes that way you expect. So it mostly works as intended, and there are more important ranger things to fix than Traps.
If traps had an additional activate button then you could add a stunbreak to the activate.
I would not want that all the time though. I would want the option of activation on click or activation when passed over.
Space Marine Z [GLTY]
Merge Trapper’s Expertise and Potency.
Add new GM trait:
Stable Traps:
Traps break stuns and apply 2 seconds of stability when used.
Guild Leader of Favorable Winds [Wind]
Merge Trapper’s Expertise and Potency.
Add new GM trait:
Stable Traps:
Traps break stuns and apply 2 seconds of stability when used.
Wow this could also work too, so maybe add 1 more minor trait for traps on a diff tree for boon removal or?
Agree on merging Trap traits and boon removal , rangers have RoA for a long duration and Sotw , taking traps should come with a weakness of having limited Stability or no staility because they can be used to improve survival through kiting.
GM trait Trappers focus (replaces potency after merge) to remove upto 2 boons per trap triggered and deal additional effects)( IDC 20secs)
spike=KD (0.5secs) nearly instant only a interruption (with potentcy trap 1sec kd)
Frost= Encase ice (0.5sec) equal to 0.5 of immobilise ( same as above)
Vypers nest = removes an additional 1 boon maximum 3 this includes trait effects.
flame trap = Adds blast Effect on Trigger (for incombat combos)
/Edit/
(IDC 20secs stops this being spammed) this change also allows for it , to blast frost and other none fire traps improving its effectiveness and its also done this way so flame trap can’t Trigger of its own AOE.
this update improves the traps uses/Flexabilty for ether damage+some hard cc or ether flexiable.
not abused with flame trap as that one trap really pushes the damage over the top when combined with the others , having the IDC on the trait will prevent it from being over used and control the effects of the KD’s so the combo can only be used once all traps are off cooldown for a huge burst. but to obtain that burst the charater in question will have to focus all its Resourced on building for traps and condition damage. it’ll make for a Great Aoe build that is what traps should be.
(edited by Zenos Osgorma.2936)
just add aoe boon removal to viper trap ticks
Guild Leader of Favorable Winds [Wind]
And dont forget that traps should stay a lot longer in pvp (when not triggered) for careful positioning.
I feel traps should be movement impending. Spike trap should pulse a 1s immob. Frost trap is fine. Maybe have a trap that trips your opponent whenever it is crossed. the could def use a buff.
Bad Elementalist
Id still like the traps themselves when traited to actually hold the kittens in there. If each trap had a short immobilize with it they might actually start feeling like traps. Instead of really bad grenades.
I liked the “really bad grenades” xD
it is kinda true though….
“Revenant is actual proof that devs read the necromancer forum” – Pelopidas.2140
A big weakness of traps is that they hog all your utility. I wouldn’t mind a trait that was perhaps along the lines of SotF, where using a trap also breaks stun or cures cripple, etc.
I could see that fluffball. But I dont know if it fits the theme of traps to much. Maybe an explosive trap? One that doesnt activate until you yourself trigger it? A trap that can knock people out furhter depending on how close to the center they are might work in place of a stun break. Something you can save until something teleports/shadowsteps right behind you to get them off you immediately.
I wouldnt mind having manual control over all of the traps activation times to be honest. But I also like the idea of leaving a trap behind on a choke and forgetting about it for awhile. It would be nice if there was a trait that let us choose to make them activated when WE want instead of automatically. Could be useful depending on what were trying to do in a map. I dont want to burn a spike trap on a shout guardian when theres a squish necro coming up behind it.