Making traps viable.

Making traps viable.

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Posted by: Mystogan.4157

Mystogan.4157

As i see it now the only time i run a trap is in dungeons and the only one i use is ambush.

I suggest making traps have 2-3 charges at a time depending on their effect. On top of that charges will recharge every 20 seconds and there would be an internal recharge of 5 secs to make it unspamable. Here are some examples:

Ambush
Charges: 2
Cd:25 per charge.
Internal cd 4 seconds.
Clones take 120% dmg while dealing 40% dps. Grants 2 seconds of stealth. (Hits 1 target)

Tripwire
Charges: 3
Cd: 20 per charge.
Internal cd: 4 seconds
I would also change this so it deals more dmg. Grants two seconds of stealth. (hits 3 targets)

Also i would have all traps make it so when activated, it gives you two seconds of stealth.
And also make them hit more them one target.
I really wanna see traps get buffed to be played in wvw!

Thy Shall Fear The Reaper (FxRe)

Making traps viable.

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Posted by: Travlane.5948

Travlane.5948

charges…meaning tripwire can trip up to 3 times if triggered 3 separate times? i would like to see that. could def make them viable. traps are fine bythemselves but just need a few charges each. or 20 sec cooldowns.

Making traps viable.

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Posted by: Travlane.5948

Travlane.5948

oh and btw tripwire/immob trap do hit more than 1 person im pretty sure. ill double check to make sure tho

Making traps viable.

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Posted by: Mystogan.4157

Mystogan.4157

yea i jst want to see some buffs for them =] i think charges would be great.

Thy Shall Fear The Reaper (FxRe)

Making traps viable.

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Posted by: Zacchary.6183

Zacchary.6183

yea i jst want to see some buffs for them =] i think charges would be great.

I could imagine a team of 5 thieves stacking on eachother and laying down tripwire and ambush.

Making traps viable.

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Posted by: Mystogan.4157

Mystogan.4157

lol yea thats why thered be an internal cd so it takes a little time

Thy Shall Fear The Reaper (FxRe)

Making traps viable.

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Posted by: Dagins.5163

Dagins.5163

Traps just need long planting time (not shorter than 5 seconds) to prevent putting them on top of enemies, and simply hit harder. Maybe even make a rule – the longer you plant a trap, the harder it will hit. Also, they need to be dodge proof (ambush and shadow are already).

Signed, level 1 alt

Making traps viable.

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Posted by: Kallist.5917

Kallist.5917

An easier way to make traps viable would be to add an aoe effect duration. After its triggered, it pulses every .5 seconds for 3 seconds or something, hitting more than that one person leading the pack.

Making traps viable.

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Posted by: magom.3275

magom.3275

Traps should be cast in from of you, not at your feeds. That is the very first thing that must be changed.

Making traps viable.

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Posted by: Virgil.3869

Virgil.3869

I think changing all the traps to work in a similar fashion to shadow trap would fix a lot of issues with them. Currently shadow trap marks the target when they trigger it and then the thief can activate it to shadowstep and stealth to the marked target. What if traps like tripwire would work the same way? A thief will place it on the ground when a target triggers the trap they become marked, up to 5 players can be marked and then the thief can activate the trap to cause the knockdown. This I think would add so much more utility to the traps while making them unique and different then the ranger traps.

Making traps viable.

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Posted by: Dagins.5163

Dagins.5163

Trap – a smart mechanism prepared even days before to seriously cripple a prey.
If we want traps to be enjoyable, they must work this way, not lame pulsing on the ground or regenerating. Just plant, and upon activation leave an unremovable debuff (example – impale) for like 30 seconds.

Signed, level 1 alt

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Posted by: Atherakhia.4086

Atherakhia.4086

Traps will never be viable. In order for a trap to ever be considered they’d first have to be more valuable than competing skills. For the thief this means more valuable than Shadow Reguge, Blinding Powder, Shadowstep, etc. It’s just not possible given the class’ current design.

Now that said, if I were going to adjust traps I’d try to just add a new mechanic to traps in general since they’re bad for every class.

For example, traps laid on siege would cause that siege equipment to take 2x damage for 30 seconds. If the trap is triggered on siege, the siege can’t fire for 4 seconds.