Idea for traps and venoms

Idea for traps and venoms

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Posted by: Zephyric Reaper.3049

Zephyric Reaper.3049

Since these are quite horrible currently to deserve a place in most toolbars I’d figure I’d toos out ideas. However, since all classes have useless traits I don’t have much hopes.

People usually think of improvements for these utilities by buffing them so much they’d be, not only viable, but way too much for them to be just one utility.

Lets see if this idea is balanced and now way too over powered.

for tripwire and needle trap
Keep the tiny detect range. But once triggered enemies within 900 (or balanced radius) are affected.
Reduce the knock down effect by X and if it’s triggered while invisible effect is increased by Y (since it gives revealed)

Shadowtrap seems alright as is, but it’s buggy. I thought perhaps treat as a teleport (possible wvw exploits) and inflict blind when teleporting to the target. And/or give it some ranged to delpoy it.

Ambush, it’s pretty much alright just very circumstancial.

For venoms, reduce drastically the cooldowns, use different cooldowns for each and it’s pretty much done. There’s no reason as to have all venoms in 45 CD just because “it looks neat that way!” some are better than others in some way.

For smokescreen, it would be nice if it pulsed blind each time it absorbed a projectile for X radius.

I hope it helps, input is welcomed. I left most values blank because it’s obvious some have a subjective view of balance (as in what works for “me”) and it’s up to anet to decide what’s is and what is not. But at least this change makes them efficient AND gives the thief some more team value. And perhaps for pvp/wvw people will ease the use of deceptions for the sake of diversity.

Idea for traps and venoms

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Posted by: Ralathar.7236

Ralathar.7236

Yeah they need a little extra kick. Traps and smokescreen ain’t that good. Venoms are interesting, on 1 hand 45 second is a little much, on the other hand there is venomshare. Feels like they are built to suck because it’s possible to share them.

I did have a thread before on traps and smokescreen located here though:

https://forum-en.gw2archive.eu/forum/professions/thief/Traps-and-Smoke-Screen-change-ideas/first#post1985702

Rashanala – 80 Elementalist
Ehmry Bay – Legion of the Iron Hawk [Hawk]

Idea for traps and venoms

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Posted by: Atherakhia.4086

Atherakhia.4086

The problem with traps isn’t just that they suck, but that they’d never be viable because other utility like shadow refuge, shadowstep, and even signet of shadows far outweigh their usefulness. I think this is why people often suggest things that are just so over the top.

Venoms: They all need to be instant cast. They all need to provide the same poison DOT, and they should all provide cripple to the target. Now this would mean spider and drake could be improved. I say merge the 2. Instead of a poison DOT it provides a poison attack that deals the full damage upfront and provides chill instead of cripple.

Why can’t Thieves have access to a trap to shut down a piece of siege equipment for example? Attach that effect to tripwire. Why can’t Thieves have a ‘termite’ trap that causes siege weapons to take 50% additional damage for 20 seconds? Attach that to needle trap.