Traps improvement.
Spike trap immobilizes if traited.
Frost trap chills
Spike trap cripples
viper nest should some day cause slow turtle debuff?
Fire trap is fine as its spamy
They are stacking all the trap traits together and whatever doesn’t fit is becoming default. I don’t see all traps applying immobilize happening. When a trap triggers it immediately applies 1 tic so it does do something. Maybe they could front load more of the traps effects to first tic?
Spike trap immobilizes if traited.
Frost trap chills
Spike trap cripples
viper nest should some day cause slow turtle debuff?
Fire trap is fine as its spamyThey are stacking all the trap traits together and whatever doesn’t fit is becoming default. I don’t see all traps applying immobilize happening. When a trap triggers it immediately applies 1 tic so it does do something. Maybe they could front load more of the traps effects to first tic?
The problem with trait trap altho its a great trap is that, yes it does immobilize, but the trap itself does not pulse.
The cripple and chills are too meh.. Why?
Dogged march, leg mods, the ele one, etc. +melandru with that.
Someone builds around being immune to mobility reduction conditions, hard countering your trap snares, and you want to punish people who don’t even more? Lol why not just add 3sec stun to all traps, I would have suggested 2sec but people can build to be resistent to stun…
Someone builds around being immune to mobility reduction conditions, hard countering your trap snares, and you want to punish people who don’t even more? Lol why not just add 3sec stun to all traps, I would have suggested 2sec but people can build to be resistent to stun…
So whats a good idea then? I mean some traps you could just walk away from them.
Also, how bout my point 1?
I think some kind of stealth mechanic would work great with traps. traps don’t offer the ranger any utility (no stun breaks, no target drops, no evades, no boons, etc.), so anything to improve survivability with 3 traps slotted would be great. like the trapper rune, maybe a camouflage when the trap is set, or triggering Hide In Plain Sight.
again, the major issue with slotting traps is survivability, hands down. with the upcoming activation timer, applying dps will be even more challenging…but that should be ok as long as the trap is unblockable or cant be sprung with dodgeroll spam
All the arming time will do is not make it instant dmg on landing. If you toss it down on open ground it will install active anyone that hits it after .5sec. I do think front loading the dmg and the conditions would be more acceptable then attempting to add immobilize to all traps.
As far as cleaving, stop wasting traps on downed people.
Trapper runes are perfect. We don’t need default stealth on traps lol. Hence the name trapper runes.
All the arming time will do is not make it instant dmg on landing. If you toss it down on open ground it will install active anyone that hits it after .5sec. I do think front loading the dmg and the conditions would be more acceptable then attempting to add immobilize to all traps.
As far as cleaving, stop wasting traps on downed people.
Trapper runes are perfect. We don’t need default stealth on traps lol. Hence the name trapper runes.
No one said I was wasting them, if they did affect downed people it would be great.
All the arming time will do is not make it instant dmg on landing. If you toss it down on open ground it will install active anyone that hits it after .5sec. I do think front loading the dmg and the conditions would be more acceptable then attempting to add immobilize to all traps.
As far as cleaving, stop wasting traps on downed people.
Trapper runes are perfect. We don’t need default stealth on traps lol. Hence the name trapper runes.
No one said I was wasting them, if they did affect downed people it would be great.
They do affect downed people. They just won’t trigger on downed people which may or may not change with upcoming arming time. Don’t waste traps on downed people. If you can’t cleave faster then spiking then spike.
I just love the fact they make the trap traits a Master tier, easy to get 100% duration trap with striders combined you can use the traps to prevent any stealthed thiefs killing you while trying to stomp someone and or Beserker warroirs even Guardains if they are not build bulky enough , that resorts to projectiles and other ranged attacks where striders shines.
the only thing i think traps are lacking , in the grand sceme of things is Spike Trap should KD on trigger for 0.5secs like its tripping someone up , then a trapper build that does not use Entangle + or a spider will have a form of KD as the rangers only form of KD atm is " hounds ".
Yeah, I think Spike Trap should have a 1s KD and Vipers Nest should have a 0.5s pulsed stun. Frost Trap could do with a 1s pulsed Daze too.
As suggested by me in my signature’s topic – i would very much apreciate traps having an option between auto triggering, and manual trigger. So for example we can trigger it manually when bunch of opponents is inside the trap, and not on the first one that crosses it and rest stays safe or much less affected.
Would also be great for some mindgames with thieves (dodging over a trap to disarm it, only to waste a dodge because i manually control the triggering of it).
As for how to implement that mechanic:
At first press of a trap you drop it (targetted or not). Then trap icon changes into follow up skill – manual trigger. If you press it switches it to manual mode and only pressing the trap for the last, 3rd time can trigger it. No more auto activation when someone enters.
As for placing a new trap when old one is active – do it like the turrets – you have to pick your trap up, or trigger it to place a new one. Activating it puts it on cooldown, picking up causes no cooldown.
(edited by ZeftheWicked.3076)
As suggested by me in my signature’s topic – i would very much apreciate traps having an option between auto triggering, and manual trigger. So for example we can trigger it manually when bunch of opponents is inside the trap, and not on the first one that crosses it and rest stays safe or much less affected.
Would also be great for some mindgames with thieves (dodging over a trap to disarm it, only to waste a dodge because i manually control the triggering of it).
As for how to implement that mechanic:
At first press of a trap you drop it (targetted or not). Then trap icon changes into follow up skill – manual trigger. If you press it switches it to manual mode and only pressing the trap for the last, 3rd time can trigger it. No more auto activation when someone enters.
As for placing a new trap when old one is active – do it like the turrets – you have to pick your trap up, or trigger it to place a new one. Activating it puts it on cooldown, picking up causes no cooldown.
while im not too keen on running back to pickup traps that don’t expire fast (every trap other than flame trap) I can appreciate the RPG feel of this idea. In my opinion they would need to increase all traps to 30sec CD and rebalance them to match higher recharges. Reason, so they can all be set to expire in 30sec so you don’t have to put them on CD to use again or have to pick them up. And whats more, If balanced up to 30sec CD they could make each one significantly stronger and much more nasty trap like.
Traps really should be balanced around short 10sec CD but that’s not a possibility anymore with trapper runes. Nerfing the stealth and swift on trapper runes wouldn’t work either cause even a 1sec stealth would target break like mad and kitten people off.
Few suggestions to improve traps. Of course I’m not suggesting ALL of them applied, but maybe a mix and match or one suggestion category
¤ Make the traps become more ‘potent’ the longer they are left untriggered (to an obvious maximum) – Opens up interesting dynamics; You kite the enemy or grab the attention of a player while your trap becomes more potent, and if you’re in trouble or wish to finish off the enemy quicker, move him to the trap.
¤ Change the traps to Sequence Skills that enables you to trigger them manually, so you can exploit the field they generate. The CD will only start if the trap is triggered, not after it’s been armed.
¤ Add an additional ON TRIGGER effect to some or all traps (perhaps when traited). Again, that would apply upon triggering the trap, not for every pulse;
Flame Trap – Blind foes
Frost Trap – 5 stacks of Vulnerability
Spike Trap – Immobilize
Viper’s Nest – 3 stacks of Torment
Also about the Rune of the Trapper, I’d HIGHLY suggest making the Rune bonus ACTIVATE when you ‘throw’/‘use’ the trap skill, and not AFTER the Trap Arming, most traps already break stealth almost as soon as you deploy them, so activating stealth and superspeed before it’s armed leaves you a bit of room to escape.
¤ Make the traps become more ‘potent’ the longer they are left untriggered (to an obvious maximum) – Opens up interesting dynamics; You kite the enemy or grab the attention of a player while your trap becomes more potent, and if you’re in trouble or wish to finish off the enemy quicker, move him to the trap.
Traps becoming more potent in general seems quirky but I could appreciate each trap having different quirks in general.
Viper Nest could be a trap that becomes more potent over time with longer poison/more stacks (inc condi stacking update) cause you know snakes breeding or something lol. In general I think Viper trap tics should wind down in intensity over its pulses but perhaps your suggestion of increasing potency could increase its first tic substantianly over time left untriggered.
Flame Trap could cause short duration smoke field once it ends?
Spike Trap should always cause its immobilize at start whether traited or not.
Frost Trap could cause Ice Cube effect (http://wiki.guildwars2.com/wiki/Freeze) at ending?
- Smoke field on Flame Trap’s finish would be sweet (or Bonfire for that matter, or both!)
- Spike Trap needs a KD like the GW1 original imo.
- That is a cool idea for the frost trap!
- Since poison will stack, I think Vipers needs a 2s immobile.
- A Weakness/Torment trap would also be cool.