you spend complaining about it on the forums, you’d be
done by now.”
I was thinking, would it be interesting to have some option that would allow Thieves to become immune to traps while stealthed? Not permanently, and if someone sets it off obviously they would be victim to its effects, but I’m thinking it would be interesting to have a utility or some sort of trait that would mean that if a stealthed Thief crossed the boundaries of a trap, it just wouldn’t go off.
I say this as someone who mains a bunker DH in PvP, so I know how useful a trap can be not only for it’s primary effect, but also just as an alarm bell for sneaky people being about. If a Thief could temporarily bypass a trap, it would give them an easier job of circling around a bunkered down trap-build.
Currently, any thief with either Daredevil or Acro can be “immune” to traps by dodging through the outer edge of the trap. This sets off the trap and avoids the damage component. Mainly it relies on the thief knowing where the trap is set and then making an educated guess as to when/where to dodge to.
You are burning dodges so you generally need to have some kind of high evade uptime to make that plan work.
What you describe is actually more risky because anyone coming to help could instantly wreck the thief. “Ooops, my friend set off the trap and now I’m downed.”
An alternative is that a thief with a trait like this would have an extended radius for triggering the trap like a minesweeper. So the thief, as long as it didn’t continue running forward into the trap, could set off traps before being in them. Less “immunity” and more “detection and sweeping.”
Currently, any thief with either Daredevil or Acro can be “immune” to traps by dodging through the outer edge of the trap. This sets off the trap and avoids the damage component.
Yes, but it does set off the trap, meaning the trap was at least effective as an alarm system for stealthed intruders. I was thinking of it as a way for Thieves to be capable of slipping by completely undetected. As a trapper DH, I sometimes see other DHs piling their traps all together, which I see as a stupid waste. I tend to spread them out to different areas around a point, planting some of them (like the heal) primarily as an early warning system if I have to get slightly off point for a minute.
Theif sneaks into traps
Attacks so that it’s revealed
Still blown up by traps and can’t restealth.
This only helps you traverse a choke point get to the other side. In almost every case there’s an alternate way around a given choke point.
Hmm, what if the ability also temporarily displayed traps, so that you could avoid the deadly ones, and stand just out of their reach while still hopefully being able to be on point?
why not give guardians the ability to see all stealthed enemies because as a holy warrior, the light should reveal everything since we’re on the topic of giving thematic functionality to classes?
Dragon Hunter’s already have Light’s Judgement, which applies Revealed.
Daredevils have a 3rd dodge bar, which already nullifies traps.
No that doesn’t nullify traps, the dash one can but why waste a dodge when you can just Shadowstep in then out easy Peazey, the only dodge that does nullify is Unhindered Combatant since it will carry a thief through the traps range while all the others wall smack dab in the middle
This brings back a memory way back after GW2 launch where someone suggested to make Thief see traps while in stealth and disarm them. It was a reference to the Ghosts of Ascalon’s main protagonist Dougal Keane. The book is a great read by the way.
Daredevils have a 3rd dodge bar, which already nullifies traps.
Two issues here…
1. Daredevil =/= Thief
Core Thieves have no more dodges than anyone else. Yet core Thieves are as squishy or even squishier than anyone else including Daredevils.
2. Dodges only nullify instant traps
Dragonhunter traps take up the space of entire points and last for a duration after the trap is sprung. The only course a Thief has is to give up a point for the duration of the traps.
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