Possible rework idea for traps?

Possible rework idea for traps?

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Posted by: BobbyT.7192

BobbyT.7192

I don’t think most people are a fan of these skills, too limited, some will only effect one target, and other then maybe shadow trap provide very little in terms of defence or utility.
Traps should be a ranger thing, and these made into a different skill type.

What if instead of being placed on the ground, they are placed on the thief and trigger on being hit.
Needle trap becoming Needle defence; Next time you are hit, immobilize and poison the attacker.
Trip wire become Anticipated counter , Knockdown the next person that attacks you
Shadow trap becomes Shadow defence , Mark the next attacker to hit you, chaining into Shadow pursuit
Ambush: shadow step back and replace yourself with another thief next time you are hit.
Potential traits other then cool down reduction could be
:reduce or negate the damage from the next incoming hit after activating one of these skills.
:remove a condition or 2….or many
:venom share version of this maybe? Don’t know how it would work for shadow defence though. And ambush would be slightly OP. Only slightly

Hell it would even make that suppose elite trap decent.

Possible rework idea for traps?

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Posted by: Schizophasia.6781

Schizophasia.6781

I like traps how they are, they don’t require me to go out of my way to get hit in the face to activate and can be used in many ways instead of just one.

edit: several is too many

(edited by Schizophasia.6781)

Possible rework idea for traps?

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Posted by: Dagins.5163

Dagins.5163

Traps as traps should stay, because their mechanics are interesting to play with and make sense for a thief.
They are just underpowered, and totally useless against swarms of mobs, especially in PvP, but this can be fixed.

Traps (not only for thieves) should follow these rules:
- +3 sec planting time to avoid the golden rule of MMO – ,,If you want a trap to be any useful, you must plant them directly on top of your enemy."
- They need to leave a debuff on the target like Impale (warrior’s sword #4) and apply conditions periodically. Of course, it doesn’t mean they can’t have an initial effect, like knockdown or immobilize.
- Cannot be evaded or blocked (see a trap? dodge roll in it! – stupid).
- Trap should go on cooldown after destroying it, not after planting.
- And most important – if a mob triggers a trap, the trap is disabled for several seconds, but not removed. It should be removed only upon a player entering it.

Signed, level 1 alt

(edited by Dagins.5163)

Possible rework idea for traps?

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Posted by: Dakota.4591

Dakota.4591

Take the “20% cooldown reduction” trait for traps, and add in making them ground-targetable in addition to the cooldown reduction.

Still probably won’t make them worth using, but it’s a start.

Possible rework idea for traps?

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Posted by: Axelwarrior.9084

Axelwarrior.9084

Sorry, but I don’t agree.
Thieves have a play style that revolves around avoiding being hit. The counter-attack nature of your rework just doesn’t suit them.

Possible rework idea for traps?

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Posted by: Despo.2579

Despo.2579

Im not agree with a range bound targetable, it should be only for ranger

but yes they need a rework, a thief who play traps have to be like a predator, and put his traps first then waiting his victim, he have to play clever for force his enemy to go in his traps

the idea about make a special debuff on them can be nice, like Dagins said something like the impale of warrior or something like the debuff you get in Lyssa, I don’t remember how it called but when you walk that put on you bleed stack

Possible rework idea for traps?

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Posted by: BobbyT.7192

BobbyT.7192

For those saying a thief should never get hit, it doesn’t matter how good you are, your going to get punched in the face.
i’m just not a fan of the traps, too situational. this would provide some defense that people won’t cry about…….too much