Trap Potency, are you serious?
Give it a day, it seems our tool tips are riddled with amateur typo mistakes (sword claims to remove bleeds on auto)
No, you’re not understanding, I’ve tested the durations and they only increase by 50% as compared to the original…
“Conditions caused by traps last twice as long and traps recharge 20% faster.”
so again I have to ask, am I the only one with this issue, is it a bug, or is ANets balance team really too busy patting each other on the back over their absolute ignorance to play this class and do something intelligent?
(edit: to keep the thread open)
So , essentially , this i a stealth nerf to traps ??
Yay for stealth nerfs.
Dragonbrand – Level 80 – Human Ranger
Let’s check some more. Maybe there are many more “gifts” laying around for rangers to find
Piken Square
Oh I’ve been looking, this is just absolutely unacceptable. I’m awaiting some sort of response as this wasn’t even in the bloody patch notes.
How low can you guys stoop? Honestly…
Bumped
Don’t want this thread to get lost in the shuffle. A stealth nerf to trap build ….. if true, a dev response would be nice.
~ Ranger
(edited by Pendleton.6385)
We’ve had our Dev response – they have basically proven repeatedly today that where Rangers are concerned slipshod work and abject failure to give a dang are the creed by which they live and the class dies.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
I’m not seeing this problem in-game. While the trait description does say 50% increase, the skills themselves are receiving a doubling of condition durations (i.e. 100% increase). I just went to the HotM to test. Flame Trap lists a 1 second burning duration per pulse with a 2 second duration when traited. When I threw down a traited Flame Trap, I got 6 seconds of burning on all the golems affected. Same deal with Spike Trap: 5 second bleed became 10 seconds per the skill description and 10 seconds of bleeding on the golems.
Traps were already useless without that old trait. With the new nerf, basically the chill/burn trap will only apply 1 sec of burn and not 2 sec (rounded down). Basically UTTERLY useless. And traps are already worse then necro wells.
Anet this patch was a disappointment, but another massively uncalled, undeserved stealth nerf really is the worst you did so far. I sincerely hope you come in here, apologizing and saying it’s a bug rather then stealth nerf, but my hopes are pretty low.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
Traps were already useless without that old trait. With the new nerf, basically the chill/burn trap will only apply 1 sec of burn and not 2 sec (rounded down). Basically UTTERLY useless. And traps are already worse then necro wells.
Anet this patch was a disappointment, but another massively uncalled, undeserved stealth nerf really is the worst you did so far. I sincerely hope you come in here, apologizing and saying it’s a bug rather then stealth nerf, but my hopes are pretty low.
I’m trying to tell you that there has been no nerf from my own testing. Just a mistake on the trait description. The skill descriptions of the traps are showing and the actual effects continue to have a 100% increase of condition duration. I have now tested all 4 traps numerous times and they all are acting just as they did before this update.
Well it better be. No (jusitified) boosts, that we got promised, is one thing. But taking away viable gameplay that absolutely needs no nerfs is another. I might have overreacted, but Anet is giving us rangers to much disappointments as of lately. They should do better.
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
“Protect me” prevent capture point contribution what is this
Traps were already useless without that old trait. With the new nerf, basically the chill/burn trap will only apply 1 sec of burn and not 2 sec (rounded down). Basically UTTERLY useless. And traps are already worse then necro wells.
Anet this patch was a disappointment, but another massively uncalled, undeserved stealth nerf really is the worst you did so far. I sincerely hope you come in here, apologizing and saying it’s a bug rather then stealth nerf, but my hopes are pretty low.
I’m trying to tell you that there has been no nerf from my own testing. Just a mistake on the trait description. The skill descriptions of the traps are showing and the actual effects continue to have a 100% increase of condition duration. I have now tested all 4 traps numerous times and they all are acting just as they did before this update.
Use Vipers Nest, the increase is only 50%, the problem with using a 1s duration timer is that 50% takes you to 1.5 which will be rounded upwards to 2s a tick. With all the other traps, the trait says 50%, the tool-tip says 50% and the applied condition is only there 50% longer.
Test everything before making an uninformed post please…
“Protect me” prevent capture point contribution what is this
All skills that allow invulnerability are suppose to prevent you from capturing. The same with stealth.
everyone should fear becoming mentally clouded and obsessed with one small section of truth.
Traps were already useless without that old trait. With the new nerf, basically the chill/burn trap will only apply 1 sec of burn and not 2 sec (rounded down). Basically UTTERLY useless. And traps are already worse then necro wells.
Anet this patch was a disappointment, but another massively uncalled, undeserved stealth nerf really is the worst you did so far. I sincerely hope you come in here, apologizing and saying it’s a bug rather then stealth nerf, but my hopes are pretty low.
I’m trying to tell you that there has been no nerf from my own testing. Just a mistake on the trait description. The skill descriptions of the traps are showing and the actual effects continue to have a 100% increase of condition duration. I have now tested all 4 traps numerous times and they all are acting just as they did before this update.
Use Vipers Nest, the increase is only 50%, the problem with using a 1s duration timer is that 50% takes you to 1.5 which will be rounded upwards to 2s a tick. With all the other traps, the trait says 50%, the tool-tip says 50% and the applied condition is only there 50% longer.
Test everything before making an uninformed post please…
I wonder if this was a bug or intentional … it needs to be fixed.
~ Ranger
“Protect me” prevent capture point contribution what is this
All skills that allow invulnerability are suppose to prevent you from capturing. The same with stealth.
“Protect Me” isn’t a true invulnerability. Here’s why:
You’re in combat, suddenly you notice the pet took damage and you need to swap. So you swap, fine.
Pet swap cooldown is now up but now you’re getting focused and you trigger protect me. Pet dies. Now you still have a few seconds of being extremely vulnerable before you can swap.
Just my opinion though.
(edited by Chopps.5047)
Spike trap no longer immobilizes?
HoT = WvW players forced to PVE
Spike trap no longer immobilizes?
I believe it immobilizes when you use trap potency but trappers defense does not ever immobilize for some reason according to the tooltip. Or is the tooltip incorrect? This is one I meant to point out earlier but forgot, thanks for reminding me.
Spike trap no longer immobilizes?
I believe it immobilizes when you use trap potency but trappers defense does not ever immobilize for some reason according to the tooltip. Or is the tooltip incorrect? This is one I meant to point out earlier but forgot, thanks for reminding me.
Trapper’s Expertise adds the immobilize effect to Spike Trap.
Spike trap no longer immobilizes?
I believe it immobilizes when you use trap potency but trappers defense does not ever immobilize for some reason according to the tooltip. Or is the tooltip incorrect? This is one I meant to point out earlier but forgot, thanks for reminding me.
Trapper’s Expertise adds the immobilize effect to Spike Trap.
What about the skirmishing adept trait Trappers Defense?
Spike trap no longer immobilizes?
I believe it immobilizes when you use trap potency but trappers defense does not ever immobilize for some reason according to the tooltip. Or is the tooltip incorrect? This is one I meant to point out earlier but forgot, thanks for reminding me.
Trapper’s Expertise adds the immobilize effect to Spike Trap.
What about the skirmishing adept trait Trappers Defense?
No idea, I’ve never used it personally. I suppose it might if it generates the same effect as the skill.
Yay for stealth nerfs.
Totally called it… (sorry Chopps!)
I’m also really missing poison removal on Dodge … Elusive Purity needs to just be merged into something else b/c blind removal just isn’t good enough for it to be its own trait (maybe if it was cripple & bleed removal instead like Warriors get….) …“Bug” or not, I find it funny the things Anet decides is a HUGE PRIORITY to fix first when all this other stuff is just plain bad compared to Meta classes
(edited by ilr.9675)
Yay for stealth nerfs.
Totally called it… (sorry Chopps!)
Why are you apologizing to me? lol I’m honestly confused
Why are you apologizing to me? lol I’m honestly confused
B/c this….
https://forum-en.gw2archive.eu/forum/professions/ranger/Sic-em-cannot-be-dodged/first#post3022260
was complete sarcasm that I probably didn’t make clear enough the first time…
So is it 50% or 100%, some claim one way, others the opposite. Guess I’ll test it when i get a chance to play.
Why are you apologizing to me? lol I’m honestly confused
B/c this….
https://forum-en.gw2archive.eu/forum/professions/ranger/Sic-em-cannot-be-dodged/first#post3022260
was complete sarcasm that I probably didn’t make clear enough the first time…
Oh, haha I was making a joke there. Revealed in that sentence was a stupid pun. I was just kidding, sounds like we’re talking passed each other. Like that never happens on forums haha
So is it 50% or 100%, some claim one way, others the opposite. Guess I’ll test it when i get a chance to play.
It’s 50%. Using Vipers Nest is the best way to see this because of its duration. From 5 seconds one would expect to see 10 with the trait if it was double. But in practice (and on the tool tip) the poison is only applied for 7.5 seconds (actually 7).
The trait also states 50%.
(edited by Boxwin.2098)
So is it 50% or 100%, some claim one way, others the opposite. Guess I’ll test it when i get a chance to play.
It’s 50%. Using Vipers Nest is the best way to see this because of its duration. From 5 seconds one would expect to see 10 with the trait if it was double. But in practice (and on the tool tip) the poison is only applied for 7.5 seconds (actually 7).
The trait also states 50%.
Ok, i just tested it with every trap. I got my full duration of 3s (x3) burns, 3s (x6) chills, 9s (x3) poisons, 15s bleeds, and 6s cripples with 50% condi duration + trait (+200% for trap conditions total). I even watched chill trap proc 6 times on a single target, stacking 12s of chill (18s total, but 6s were used while the others were stacking).
It’s a tooltip typo.
>with 50% condi duration + trait (+200% for trap conditions total)
You used 50% condition duration AND the trait, Indoles? Wait a second. You should be able to use 0% condition duration and the trait and get 200% total. Trap potency is supposed to double trap duration. Unless the tooltip has been wrong for the entirety of the game?
>with 50% condi duration + trait (+200% for trap conditions total)
You used 50% condition duration AND the trait, Indoles? Wait a second. You should be able to use 0% condition duration and the trait and get 200% total. Trap potency is supposed to double trap duration. Unless the tooltip has been wrong for the entirety of the game?
+200% on top of the base 100%, so 300% total. How that trait has always worked is as follows.
1s base burn (per pulse of flame trap) 100%
1.5s burn (per pulse with +50% condition duration) 150% total
2s base burn (per pulse of flame trap with trap potency) 200% total
3s burn (per pulse with +50% condition duration and trait) 300% total
Traps were already useless without that old trait. With the new nerf, basically the chill/burn trap will only apply 1 sec of burn and not 2 sec (rounded down). Basically UTTERLY useless. And traps are already worse then necro wells.
Anet this patch was a disappointment, but another massively uncalled, undeserved stealth nerf really is the worst you did so far. I sincerely hope you come in here, apologizing and saying it’s a bug rather then stealth nerf, but my hopes are pretty low.
I’m trying to tell you that there has been no nerf from my own testing. Just a mistake on the trait description. The skill descriptions of the traps are showing and the actual effects continue to have a 100% increase of condition duration. I have now tested all 4 traps numerous times and they all are acting just as they did before this update.
Use Vipers Nest, the increase is only 50%, the problem with using a 1s duration timer is that 50% takes you to 1.5 which will be rounded upwards to 2s a tick. With all the other traps, the trait says 50%, the tool-tip says 50% and the applied condition is only there 50% longer.
Test everything before making an uninformed post please…
Conditions DO NOT round up/down to the nearest second. If you apply 4.5 seconds of a condition only 4 ticks will happen, the tool-tips sometimes round to the nearest second however the condition applied will not.
Talk about uninformed posts…
Conditions DO NOT round up/down to the nearest second. If you apply 4.5 seconds of a condition only 4 ticks will happen, the tool-tips sometimes round to the nearest second however the condition applied will not.
Talk about uninformed posts…
Yep. The only “rounding” that happens is for damage ticks, where it rounds down since it needs to hit the full second to tick. The exception is if there are pre-existing conditions on a target, since all damage ticks harmonize, it might get an additional tick in. You can still be crippled, immob, etc (non-damage) for fractional periods.
alts: Fangyre (Necro), Hardrawk (Ele);
Jade Quarry
Oh look… Anet nerfed our last unnerfed viable build…. What a surprise…. Looks like changing over to my ele wasn’t a bad idea after all…
I mean seriously, Trapper was probably THE LEAST broken thing we had as a viable build, and if they’re gonna nerf traps they should just nerf that meat grinder of a build they call Turret Engis because they’re much better at point defense than a trapper ranger is…
As their mother, I have to grant them their wish. – Forever Fyonna
Oh look… Anet nerfed our last unnerfed viable build…. What a surprise…. Looks like changing over to my ele wasn’t a bad idea after all…
I mean seriously, Trapper was probably THE LEAST broken thing we had as a viable build, and if they’re gonna nerf traps they should just nerf that meat grinder of a build they call Turret Engis because they’re much better at point defense than a trapper ranger is…
Look up a few replies, it didn’t get nerfed, just a tooltip error. Still, I’m playing other professions now anyway.
it didn’t get nerfed, just a tooltip error.
next update:
- Trap Potency now applies the proper amount of condition duration as implied by the tooltip.
Traps were already useless without that old trait. With the new nerf, basically the chill/burn trap will only apply 1 sec of burn and not 2 sec (rounded down). Basically UTTERLY useless. And traps are already worse then necro wells.
Anet this patch was a disappointment, but another massively uncalled, undeserved stealth nerf really is the worst you did so far. I sincerely hope you come in here, apologizing and saying it’s a bug rather then stealth nerf, but my hopes are pretty low.
I’m trying to tell you that there has been no nerf from my own testing. Just a mistake on the trait description. The skill descriptions of the traps are showing and the actual effects continue to have a 100% increase of condition duration. I have now tested all 4 traps numerous times and they all are acting just as they did before this update.
Use Vipers Nest, the increase is only 50%, the problem with using a 1s duration timer is that 50% takes you to 1.5 which will be rounded upwards to 2s a tick. With all the other traps, the trait says 50%, the tool-tip says 50% and the applied condition is only there 50% longer.
Test everything before making an uninformed post please…
I wonder if this was a bug or intentional … it needs to be fixed.
it might be a feature, just sayin
Currently @ some T1 server in EU
it didn’t get nerfed, just a tooltip error.
next update:
- Trap Potency now applies the proper amount of condition duration as implied by the tooltip.
That’s pretty much why I stopped submitting tooltip bug reports.
Every bug I submitted where the actual behavior was better than the tooltip, they adjusted the behavior down to match what the tooltip said, making the poorer value the “correct” value.
Almost every bug I submitted where the actual behavior was worse than the tooltip, they adjusted the tooltip down to make the poorer value the “correct” value. The lone exception was the jungle stalker’s mighty roar. Tooltip said 5 stacks of might, it gave 5 underwater, but only 2 on land. That one they (eventually) fixed to make it 5 stacks on land.
I’d bookmark this thread. There’s no reason for them to have touched the text on this tooltip. So the fact that it was changed probably means they’re at least considering nerfing it. It’d be a really odd thing to do though because the current meta (for most classes including ranger) is that power builds are better than condition builds. If anything they need to be making condition builds stronger to encourage build diversity.
it didn’t get nerfed, just a tooltip error.
next update:
- Trap Potency now applies the proper amount of condition duration as implied by the tooltip.I’d bookmark this thread. There’s no reason for them to have touched the text on this tooltip. So the fact that it was changed probably means they’re at least considering nerfing it. It’d be a really odd thing to do though because the current meta (for most classes including ranger) is that power builds are better than condition builds. If anything they need to be making condition builds stronger to encourage build diversity.
First, if you think a power based ranger build is stronger than a condition based one, I don’t even know what to say (unless you are strictly talking about pve, in which case I didn’t even know this game has a pve meta). Second, the last time they tried to promote build diversity on ranger, they nerfed shortbow range to more people would try out longbow because they thought they buffed it enough that is was worthwhile. They were wrong and shortbow wasn’t rectified. I’d rather they just leave ranger alone at this point so that there is at least a couple viable weapons and builds left.
What amaze me is that no dev come here to at least say “we’ll check this” or something, even if this is only a tool tip typo a dev should inform us.
(and the other 8 elite specs maxed too)
What amaze me is that no dev come here to at least say “we’ll check this” or something, even if this is only a tool tip typo a dev should inform us.
Probably the same reason our 1H sword still claims to remove bleeds on #1.
it didn’t get nerfed, just a tooltip error.
next update:
- Trap Potency now applies the proper amount of condition duration as implied by the tooltip.That’s pretty much why I stopped submitting tooltip bug reports.
Every bug I submitted where the actual behavior was better than the tooltip, they adjusted the behavior down to match what the tooltip said, making the poorer value the “correct” value.
Almost every bug I submitted where the actual behavior was worse than the tooltip, they adjusted the tooltip down to make the poorer value the “correct” value. The lone exception was the jungle stalker’s mighty roar. Tooltip said 5 stacks of might, it gave 5 underwater, but only 2 on land. That one they (eventually) fixed to make it 5 stacks on land.
I’d bookmark this thread. There’s no reason for them to have touched the text on this tooltip. So the fact that it was changed probably means they’re at least considering nerfing it. It’d be a really odd thing to do though because the current meta (for most classes including ranger) is that power builds are better than condition builds. If anything they need to be making condition builds stronger to encourage build diversity.
It worries me too that the tooltip was changed at all.
So far, two people have tested it with two different conclusions. Has anyone else tested it? I’m out of town for a few more days and can’t.
~ Ranger
What amaze me is that no dev come here to at least say “we’ll check this” or something, even if this is only a tool tip typo a dev should inform us.
Probably the same reason our 1H sword still claims to remove bleeds on #1.
That one a QA guy answered saying it is a typo, now about the Trap Potency we have no word at all.
(and the other 8 elite specs maxed too)
it didn’t get nerfed, just a tooltip error.
next update:
- Trap Potency now applies the proper amount of condition duration as implied by the tooltip.That’s pretty much why I stopped submitting tooltip bug reports.
Every bug I submitted where the actual behavior was better than the tooltip, they adjusted the behavior down to match what the tooltip said, making the poorer value the “correct” value.
Almost every bug I submitted where the actual behavior was worse than the tooltip, they adjusted the tooltip down to make the poorer value the “correct” value. The lone exception was the jungle stalker’s mighty roar. Tooltip said 5 stacks of might, it gave 5 underwater, but only 2 on land. That one they (eventually) fixed to make it 5 stacks on land.
I’d bookmark this thread. There’s no reason for them to have touched the text on this tooltip. So the fact that it was changed probably means they’re at least considering nerfing it. It’d be a really odd thing to do though because the current meta (for most classes including ranger) is that power builds are better than condition builds. If anything they need to be making condition builds stronger to encourage build diversity.
Lol, my condi ranger will melt every power rangers out there. And i say this with utmost confidence
[VaL]
Why would you nerf traps anet? Why would you STEALTH nerf traps? Are you trying to force everyone into spirits?
Do they think autoattacking and nothing else being the most viable build is a good idea or something? Disappointing…
really bad engineer
“It worries me too that the tooltip was changed at all.”
They’ve made a lot of tooltip and trait changes when adding the new details. There are a lot of errors in the thief tooltips as well for skills that were actually unaffected in play.
Yeah I think we’re seeing them revamping the tooltip system still. We thought it would be done on the 15th but it appears they only made the GUI and framework. When they get it right, it will be awesome. Like stooperdale said, as they tweak it, we’ll see weird numbers until they finally get done cleaning up under the hood.
My poor Adora will be parked from WvW for a while. She needs to finish up map complete in PvE anyway. I may go in during the off hours around Lowlands camp to play with Sic’ Em but, that’s about it.
Anet, please respond. A simple “we will look into it” works.
[VaL]