Trap update?
I’m expecting a cooldown increase on Ranger traps and more boons and daze on Dragon Hunter traps.
TE making them throwable again would help. Every time I do AC for kicks, I am reminded of how cool it is when the Ascalonian Rangers there like to do that little setup of tossing a trap behind you, then knocking you back into it.
I’d also like to see Frost Trap completely replaced with a Smoke Trap. Would be cool if we had 1 non-damaging trap so we can use it with Trapper Runes. Maybe have the initial trigger do a small daze like ½s and the pulses blind foes. The extra smoke field would also be nice to blast stealth.
Will update once Path of Fire releases.
TE making them throwable again would help. Every time I do AC for kicks, I am reminded of how cool it is when the Ascalonian Rangers there like to do that little setup of tossing a trap behind you, then knocking you back into it.
I’d also like to see Frost Trap completely replaced with a Smoke Trap. Would be cool if we had 1 non-damaging trap so we can use it with Trapper Runes. Maybe have the initial trigger do a small daze like ½s and the pulses blind foes. The extra smoke field would also be nice to blast stealth.
I’d also like to see Smoke Trap, but not replace Frost Trap. I’d like to see Frost Trap get a ton better power scaling, so it is comparable to the DH traps, then it could be used in power builds, since it does not benefit from condition damage anyway. Maybe Smoke Trap could be Elite?
I had an idea a while back that the traps could be made into an elite kit… That sort of bar compression would make them nearly compulsory if you were running any condi damage stat at all.
Man, I forgot about not having a trap elite. Haha! Yeah, I’ll take an elite Smoke Trap instead. At this point, a Trap kit would be cool, too.
Kind of wondering how that button config would go. I can only use Engineer kit layouts as an example, since usually the kit icon flips into dropping the kit. Or would that be an Elite that flips utilities over and we choose which traps to slot?
Will update once Path of Fire releases.
I think we might finnaly see them with charges.
TBH, making them throwable again would be just fine to make them viable. Not 600 range, at least 900. Nowadays, people fart AoE everywhere, so I don’t get their arguments that they didn’t want to make traps become ’’nades’’.
Also, buff to Frost Trap.
Man, I forgot about not having a trap elite. Haha! Yeah, I’ll take an elite Smoke Trap instead. At this point, a Trap kit would be cool, too.
Kind of wondering how that button config would go. I can only use Engineer kit layouts as an example, since usually the kit icon flips into dropping the kit. Or would that be an Elite that flips utilities over and we choose which traps to slot?
Just make it functionally the same as Mortar Kit.
I think we might finnaly see them with charges.
Wow, that thread is 2 years old.
If we got charges on our traps, oh boy, I’d be happy, bring back the death pits from GW1!! And give me my dust trap and/or smoke trap!!
As their mother, I have to grant them their wish. – Forever Fyonna
Man, I forgot about not having a trap elite. Haha! Yeah, I’ll take an elite Smoke Trap instead. At this point, a Trap kit would be cool, too.
Kind of wondering how that button config would go. I can only use Engineer kit layouts as an example, since usually the kit icon flips into dropping the kit. Or would that be an Elite that flips utilities over and we choose which traps to slot?
Just make it functionally the same as Mortar Kit.
I think we might finnaly see them with charges.
Wow, that thread is 2 years old.
And the debate never settled.
Now a days I would scrap muddy terrain and the current traps.
Then create a new survival skill spike trap with build up charges.
Then create a new utility skill set that wasn’t so 2 dimensional.
TBH, making them throwable again would be just fine to make them viable. Not 600 range, at least 900. Nowadays, people fart AoE everywhere, so I don’t get their arguments that they didn’t want to make traps become ’’nades’’.
Also, buff to Frost Trap.
I would agree for them to be throwable, but making it as a kit will be better. Our traps have 0 utility (I.e. stunbreak, condition clear, etc) so slotting 2 or more will be very detrimental to any build.
I just want ranger traps to behave more like they used to in GW1, with the same impact. I’ve never felt traps in GW2 to be worth the effort, they’re simply far to weak when you consider that you need to give up everything to make them half-decent, and even then, they are still crap. I much prefer Glyphs since they are, imho, superior.
Also, trap skills, from any profession, should NEVER be balanced around Trapper Runes. I rather see Anet remove Trapper Runes completely, and balance traps from there.
It would be nice if they could fix this minor bug that has persisted with ranger traps for months now.
Man, I forgot about not having a trap elite. Haha! Yeah, I’ll take an elite Smoke Trap instead. At this point, a Trap kit would be cool, too.
Kind of wondering how that button config would go. I can only use Engineer kit layouts as an example, since usually the kit icon flips into dropping the kit. Or would that be an Elite that flips utilities over and we choose which traps to slot?
Just make it functionally the same as Mortar Kit.
I think we might finnaly see them with charges.
Wow, that thread is 2 years old.
And the debate never settled.
Now a days I would scrap muddy terrain and the current traps.
Then create a new survival skill spike trap with build up charges.Then create a new utility skill set that wasn’t so 2 dimensional.
I reckon Muddy Terrain is so close to being good, survival skill on a short CD, but the effects are absolutely meh. I’d remove the ground targeting and make it cast at your feet, give it a stun break, then add some hard CC like a KD to it, short like 1s and then it would be more like Slick Shoes which is a 2s KD on a 40s CD.
Charges on the traps and the ability to lay more than one of the same type at once would make the traps far better, especially Spike Trap and Flame Trap.
Man, I forgot about not having a trap elite. Haha! Yeah, I’ll take an elite Smoke Trap instead. At this point, a Trap kit would be cool, too.
Kind of wondering how that button config would go. I can only use Engineer kit layouts as an example, since usually the kit icon flips into dropping the kit. Or would that be an Elite that flips utilities over and we choose which traps to slot?
Just make it functionally the same as Mortar Kit.
I think we might finnaly see them with charges.
Wow, that thread is 2 years old.
And the debate never settled.
Now a days I would scrap muddy terrain and the current traps.
Then create a new survival skill spike trap with build up charges.Then create a new utility skill set that wasn’t so 2 dimensional.
I reckon Muddy Terrain is so close to being good, survival skill on a short CD, but the effects are absolutely meh. I’d remove the ground targeting and make it cast at your feet, give it a stun break, then add some hard CC like a KD to it, short like 1s and then it would be more like Slick Shoes which is a 2s KD on a 40s CD.
Charges on the traps and the ability to lay more than one of the same type at once would make the traps far better, especially Spike Trap and Flame Trap.
The best suggestion I’ve seen for muddy terrain was actually to just make it warrior’s stomp. How sad is that lol.
…The best suggestion I’ve seen for muddy terrain was actually to just make it warrior’s stomp. How sad is that lol.
Well, they would be significantly different, the only similarities would be they would both be an area CC and break stun.
If I had the choice between throw-able traps and a trap trigger, I think I would take the trigger.
Place the trap and it does not activate until you actually trigger it.