Bringing some love to Traps

Bringing some love to Traps

in Thief

Posted by: Caom.9251

Caom.9251

What is the worst utility a thief could have? (except for venom)

The answer is in the title. All traps are very situational (maybe with the exception of ambush) and most often neglected by most thief players. They don’t excel in either pvp or pve. They need to be improved in order to gain some love.

So with the issue at hand I’m going to give my solution to the problem. If you would like to criticize feel free to.

In general

Okay firstly to make traps more fluid within a build I feel the cast time should be instant. No standing still making yourself a free target while setting something up that should be helping you win a fight (0.5 seconds may seem little but every single second is crucial to your victory). The recharge will still remain the same.
Also the activation radius should possibly be increased slightly and if more the one person stands around the trap at around the same time the also suffer the consequences.

Trip Wire

To make this trap more viable it is not going to disappear after the initial effect. The trap after being triggered will knock down the target as per usual for 3 seconds but will remain in the field for a further 5 seconds, during this period after it is triggered it will become visible to enemies. The after effect of tripwire is significantly weaker than the original, it will still knockdown enemies who cross it for 1 seconds, similar to line of warding but will allow any enemy player to pass it after they have been knocked over once.

Needle Trap

This ability will function similarly to the trip wire, it will have an initial affect as well as a weaker after effect. Also the damage dealt with the trap will be significantly increased. The base damage should be increased to 400 ( maybe lower) helping to burst down foes. The damage aspect of this trap is only activated with the initial trigger. The other effects are still retained. After the trap has been triggered the trap remains active for another 5 secs with the ability to poison the foe for 5 secs as well as giving them a 3 second cripple and as always the trap is visible after being triggered.

Ambush Trap

I feel this one of the stronger traps and don’t feel any adjustment are really necessary for it.

Shadow trap

Don’t know how I feel about this one it but does have it uses. I suggest that rather then shadow step to the location it should be more of a tele like the portal to avoid rocks and other obstacles that ruin this ability. The shadow pursuit should also remain active for longer (maybe 1 minute instead) and to compensate for the increase it should teleport you to where the trap is located rather then to the guy who activated it.

Well that’s all my suggestions for now.

Feel free to add your own or critique mine.

Thanks for reading.

(P.S there might be a few spelling grammar mistakes so if anything doesn’t make sense please do say so, I’m rather tired right now)

(edited by Caom.9251)

Bringing some love to Traps

in Thief

Posted by: Gwalchgwn.1659

Gwalchgwn.1659

Trip wire should be like spike trap (http://wiki.guildwars.com/wiki/Spike_Trap)
First kd on trigger, and another kd 2 seconds after.
Since the kd lasts 3 seconds, the second effect would only hit whoever wasn’t hit by the first.

Ring of Fire
GL – “The Afternoon’s Watch” [OATH]

Bringing some love to Traps

in Thief

Posted by: Geiir.7603

Geiir.7603

Shadow Tra kitten omething I use all the time while roaming in WvW and sPvP. It’s perfect for getting a heads up on incoming enemies or to cap two points at the same time. The only fix this trap need is for it to be a teleport. It’s redicolously bugged and it’s often stopped by simply air or a tiny rock in its path…

As for the other traps I agree with you. They’re all (except for Ambush Trap) pretty useless…

Melder – Thief