Streamlining traps
They don’t have to break stun, and one of them even has a very long range teleport
They grant might when traited, one even untraited (and more!)
They grant access to cc, movement, boons, conditions (both damaging and not), have synergy with venoms, and you can abuse stealth with them and a rune
They’re not supposed to be DH traps.
I’d love to see Venoms and Traps getting merged in a 1:1 way, that would create new room for some better and more universal useful new utility/heal/elite skills under the Thief that could give them more tactical synergetic gameplay in combat, like for example my idea around giving Thieves “Stigma” Skills as replacement.
Think also about the interesting combinations between Venoms and Traps (Venomous Traps to be called now on as a clear differentiation of DH Traps)
Ambush + Spider Venom = Assassination
Shadow Trap + Devourer Venom = Shadow Prison
Needle Trap + Skale Venom = Craftiness
Tripwire + Frost Drake Venom = Tripwire
Assassination:
Summon two D/P Thieves to your aid, which keep on poisoning your foes with their AA attacks, whiling keeping your with their mobility and D/P orientated attacks under pressure with A.I. that makes also good usage of the mobility to avoid being hit
Shadow Prison/Shadow Return:
Teleport to your chosen target and prison the enemy on location by bonding your shadow to your target (causes non removable immobilization for 3 seconds, only stun breakers work, or until the Thief uses Shadow Return in that time) If you use Shadow Return, you and your catched foe get teleported back to the location where you activated Shadow Prison.
Shadow Prison doesn’t know any visual borders, this Teleport Skill can be used also to teleport yourself to a location that is higher than you, for example enemies standing in WvW on walls…its risky, but it would allow a Thief this way to infiltrate enemy locations by teleporting themself to an enemy on a wall…or using this skill to remove an enemy from the wall by teleportting it back to your original position with you.
However, the skill will receive a new animation, that will make it visually clearer when an enemy is about to use it, it can be defended when the enemy dodges or blocks at the moment you are about to use this skill, lettign it go into cooldown without effect.
Craftiness:
This is a simple upgrade from the boring weak Needle Trap with some increased Vulnerability and added Torment, because running into mean Needles hurts and hurts
also more, if you still move around while you have them in your feet, logical, or not??
Tripwire
Also a very simple direct upgrade..when you run into these traps, it makes you realize how shameful it is to fall for such a thief trap, that you hope nobody has seen it how you fall onto the dirty cold ground face first (causing the chill now after standing up from the knockdown), and due to you being so shocked about it, that you fall for this trap, you suffer additionally to the Chill Effect for some time after standing up also on “Slow” to make this trap more effective in combat, because you are so shocked about this trap, that not only your movement speed, but also your combat speed gets slowed down under your shock bout suddenly falling onto your face xD
Ambush and Shadow traps seem pretty worthless so they need to be looked at. Ambush is particularly bad, it should be changed to a trap that does something completely different like remove/steal boons. Shadow trap would be better if it applied reveal and destroying it early didn’t have that horrible cast time, and if the “mark” applied to the target was much more visible.
Just wanna ask you guys what are your ideas to bring thief traps into line with DH
Hmm, there’s something to think about. Unless you’re a condi/stealth-Thief in WvW, traps are pretty pathetic. I would say that for a start, Thief traps could be made to be large, circular areas like Dragonhunters and Rangers have.
a trap that does something completely different like remove/steal boons.
Now, there’s an idea! Create a “trap” that affects an area over time. Perhaps, once triggered, all boons applied to the affected targets will be automatically stolen and applied to the Thief for the duration of the trap. Say 5 seconds or so.
Or a trap that makes all Thief attacks unblockable against the affected targets for the duration of the trap. Or all hits will be automatic criticals.
Perhaps a “defensive” trap that makes the Thief immune to all CC and automatically clears all conditions for the duration.
Maybe a trap that applies constant weakness to targets that stay inside of the affected area for a decent duration.
If we want to get crazy(er), what about a trap that creates a “Stealth field.” It lasts for… say 5 seconds, and as long as the Thief stays inside the field, it cannot be Revealed… even by attacking. But if a Thief leaves the field, it will lose Stealth… somewhat similar to Shadow Refuge. At least such a trap would make enemies think twice about engaging a Thief on point! :-D
Add physical damage to them or remove the effect on trapper runes that Stealth the user upon trap placement.
That’s the only thing I’d like to be changed about traps.
Just wanna ask you guys what are your ideas to bring thief traps into line with DH
In this sense:
Stun breaker traps
Grants boons when triggered
UtilityThanks!
DH traps are a different beast all together. I would only make minor changes to thief traps.
Ambush Trap – Should also cause 10 stacks of vulnerability
Tripwire – Should also clear all boons
Shadow Trap – Should also create a darkfield when you teleport in
Needle Trap – Should also shoot needles outward to cause bleeding to nearby foes (honestly this one is ok)
needle trap is fine where it at. probably top 3 trap in the game.
should become active field for 4 seconds. and add a physical hit to it so it not abused with daredevil.shadow trap return should become infinite range act like portal located on wherever player is.
ambush trap. should remove the dumb npc and add something like spawn a random field for 4 seconds.