Trapper's Respite needs a slight rework.
Or you could try using it with hide in shadows since it shares the same CD. Positioning the trap is much easier that way, too.
Though if you run improvisation you can reset hide in shadows so then it too can “only trigger every other heal” every now and then. Not really a huge problem though. Your suggested change would just nerf it for other thief builds because you selfishly want it to be better for withdraw.
Needle Trap is already pretty poor as it is since players can literally just evade over traps and it doesn’t trigger the effect, the trap just vanishes. So … instead of just having it reworked for the one heal that you use, how about an effectiveness rework so it’s more similar to the effectiveness of ranger traps? :l
Would be nice to have persisting traps that aren’t turned to completely worthless traits / utilities because of an invulnerability / evade attack or dodge roll – on top of tons of minions, pets, clones that trigger it away from the intended target, even if you try to drop it right on top of them.
The trap needs a different kind of rework, not to become nerfed into trash tier for anyone who isn’t running withdraw, IMO.
(edited by Jesiah.2457)
Just curious… why does Trapper’s Respite need a cooldown at all? It’s already restricted by the heal’s cooldown. It’s not like a needle trap is so overpowered anyway.
Just curious… why does Trapper’s Respite need a cooldown at all? It’s already restricted by the heal’s cooldown. It’s not like a needle trap is so overpowered anyway.
^This it used to have a proper 10 sec CD.
The Dhuumfire thread
Wow … it used to be 10 seconds … I assume that was before patch went live?
I guess they did that because then improvisation makes potent poisons look like even more of a joke than it already is. Like if our heal resets, then that’s another trap, which would be really great on a 10 second CD. But no, instead I get to love how there’s ridiculous burning / cheesy crap from literally everything, but our condition options are a joke, thanks Anet.
People can argue that “venom share” is a good condition build but … really? You’re relying on your team for that to be effective, and anyway in a team fight in spvp condition cleansing is very much a thing at higher level play. Or the occasionally well coordinated squad in WvW.