Making traps viable.
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.
oh and btw tripwire/immob trap do hit more than 1 person im pretty sure. ill double check to make sure tho
yea i jst want to see some buffs for them =] i think charges would be great.
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.
lol yea thats why thered be an internal cd so it takes a little time
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).
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.
Traps should be cast in from of you, not at your feeds. That is the very first thing that must be changed.
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.
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.
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.