In the AMA on twitch yesterday we learned that our traps and spirits are getting some changes but it was really short on details. The vague details we did get raised some concerns for me.
Traps: What We Know
Jon Peters said they want to change traps to feel more like traps and less like grenades with maybe an arming time or something like that. We also know that ground targeting is either gone or baseline now (I really hope it’s baseline). The new trait for traps is:
- Trapper’s Expertise: Conditions cause by traps last longer (100% duration). Your traps recharge faster (20%) and affect a larger area (60 radius).
It was mentioned that while this is currently a master trait in skirmishing it may be moved down to adept. It was also mentioned possibly making the larger area a baseline thing (please do that).
My Concerns
Traps are currently not that great. If you don’t take any of the traits and don’t use Rune of the Trapper then traps are actually pretty terrible. The radius is small, the damage is low, the condis are short, and dropping them at your feet makes it hard to hit anything with them especially if you are using a ranged weapon.
With all the traits traps are actually a fairly strong source of AoE, especially in a condi build. AoE is a weakness of the ranger as a whole and traps provide a way to supplement that weakness. The reason they get used as grenades is because of the relatively short duration it’s the only way to really hit a group of enemies for the whole duration. This requires the ability to drop them in the middle of the group though.
If traps get an arming time the group you are trying to hit will have likely moved by the time the trap is armed. Trying to pull enemies into a trap is usually not that successful. In PvE it usually means the lead enemy takes all the damage and the ones in the back take maybe 1 tick of the trap if you are lucky. In PvP/WvW it usually means the enemy takes 1 tick and just rolls out of the trap, or simply walks backwards and is out again. With ground targeting and instant arming rangers can control where the center of the AoE is when it fires off. That level of control is important with the current power level of traps.
I know Jon Peters mentioned they would change to compensate for the arming time and it might be fine. My concern is that the skill required to get full effectiveness out of our traps will increase but the relative effectiveness won’t. If I’m going to use a skill that requires set up to execute properly I want it to have a pay off. Other players should regret triggering a trap not just feel like it’s a minor inconvenience.
It would also be really nice if post-changes traps were actually a viable option in their vanilla form. I shouldn’t have to dedicate 6 rune slots and a trait (or 2) to actually feel like a utility skill deserves a place on my bar. Especially when with the runes people are putting up with traps to get the Rune effect because the Rune effect is better than the base effect of the utility skills they are augmenting.