Traps...
anyone else read only mimimi here?
Honestly I think traps for Thief and Ranger will probably get a review after the Guardian traps have been in use for a little while. Ranger’s use theirs sometimes, but the Thief ones are probably a bit under-tuned.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Add damage to traps. 20 would be enough. Just to reveal the thief when you run in in one of his traps while he just condibombs you while in stealth. The other classes using traps have to deal with the same thing, thieves shouldn’t get a greencard for that.
So….what….one build that is viable now and fun to play, and hard as hell…You want that nerfed too? So… No pistol/pistol, all other crap builds and one meta, D/P, and now people are playing stealth trapper, 2nd build that is remotely good in WvW and nowhere else….That should be also nerfed and should not exist.
Very nice of you. Nerf thief to the ground, more and more! Why not, NERF NERF NERF. Don’t worry, it will be nerfed.
I am sick of crying about thief has ANYTHING. Not EVERYTHING, it has SOMETHING!, NERF IT!
….
Add damage to traps. 20 would be enough. Just to reveal the thief when you run in in one of his traps while he just condibombs you while in stealth. The other classes using traps have to deal with the same thing, thieves shouldn’t get a greencard for that.
So….what….one build that is viable now and fun to play, and hard as hell…You want that nerfed too? So… No pistol/pistol, all other crap builds and one meta, D/P, and now people are playing stealth trapper, 2nd build that is remotely good in WvW and nowhere else….That should be also nerfed and should not exist.
Very nice of you. Nerf thief to the ground, more and more! Why not, NERF NERF NERF. Don’t worry, it will be nerfed.
I am sick of crying about thief has ANYTHING. Not EVERYTHING, it has SOMETHING!, NERF IT!
….
Call it a fix.
Y call it a fix?! As soon as ur 20 damage is added to the traps, no thief will Play with traps anymore and then ur “fix” is an build killer leaving us with D/P once more…
Y call it a fix?! As soon as ur 20 damage is added to the traps, no thief will Play with traps anymore and then ur “fix” is an build killer leaving us with D/P once more…
Awww… then remove the damage from ranger traps aswell. Not being able to throw them anymore destroyed our trapper builds aswell. Im soooooooo sorry that could happen to you aswell. Not.
Yeah, there’s some logic… “ranger traps don’t work, so let’s make them unusable for thiefs”
If you’re getting killed by permastealth trap thieves then you need to fix something… contrary to popular belief it really isn’t that good lol.
Sorry. Hate to be that guy but this is a l2p issue.
https://www.youtube.com/channel/UCK3wy8xit2wonN7LouDJQ3w
http://www.twitch.tv/havocgw2
Just leave him behind, you won’t run into any trap, DO NOT chase a trapper. U should pay me for teach u this , LOL .
Even if I play my full zerker glass Thief with DA/CS/TR (read that as 0 Condi cleanse) a trapper thief can’t kill me.
Why? Because I simply go somewhere else.
Leave the area and you’ll be fine.
Heck, if you’re really that bugged about it, put down a stealth trap.
Hey look, another thing from the nerf wish list. Where’s Zero when you need him?
They specifically remove the damage because it hindered the only reason a thief would ever use a trap which is Trapper Runes they weren’t intended for ranger or DH lol. Call that a “cheap” fix m8.
The Dhuumfire thread
I wouldn’t mind Tripwire critical hitting for 3-5k+ damage.
I want damage on those traps, like 2-3 thousand. that can crit….. and hit multiply targets….several times …. and maybe be unblockable.
In all seriousness, I kinda hate the trapper runes. Not for QQ reasons, but how they are pretty much are a cop out for improving the traps. Instead of making each trap something people would want to take, they all get lump into a gimmick., and artificial made to work.
I want damage on those traps, like 2-3 thousand. that can crit….. and hit multiply targets….several times …. and maybe be unblockable.
In all seriousness, I kinda hate the trapper runes. Not for QQ reasons, but how they are pretty much are a cop out for improving the traps. Instead of making each trap something people would want to take, they all get lump into a gimmick., and artificial made to work.
Same reason I was upset when they added them. A utility skill shouldn’t have a Rune requirement to be useful at all.
They already added counterplay to thief traps by giving out reveals like candy.
The fact they don’t reveal you (and trapper runes) is the only thing that actually makes them worth using on a thief. They’re also far far less powerful than ranger traps. Due to the fact that all ranger traps actually deal damage (that pulses), have combo fields, and can actually be used as anti-melee sustain, while only two of the thief traps actually deal damage, none spawn combo fields, and they are one shot abilities that can’t be used for sustain.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
I don’t get killed. It’s just the fact that one following you over half the map is totally annoying.
I don’t understand why you’re asking for the stealth focused class to have less stealth, even though it doesn’t make enough of a difference to actually kill you.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
I don’t understand why you’re asking for the stealth focused class to have less stealth, even though it doesn’t make enough of a difference to actually kill you.
Stealth should be a defensive mechanism, not something you stay in 24/7.
I don’t understand why you’re asking for the stealth focused class to have less stealth, even though it doesn’t make enough of a difference to actually kill you.
Stealth should be a defensive mechanism, not something you stay in 24/7.
That is the defensive mechanism. Stay in stealth to avoid damage because you have nothing to mitigate it.
“Please stop complaining about stuff you don’t even know about.” ~Nocta
Add damage to traps. 20 would be enough. Just to reveal the thief when you run in in one of his traps while he just condibombs you while in stealth. The other classes using traps have to deal with the same thing, thieves shouldn’t get a greencard for that.
you do realize they literally just took damage out of traps because no one was taking them, since they were revealing the thief, and as such, negating any benefit that setting up, you know, a trap would give.
Y call it a fix?! As soon as ur 20 damage is added to the traps, no thief will Play with traps anymore and then ur “fix” is an build killer leaving us with D/P once more…
Awww… then remove the damage from ranger traps aswell. Not being able to throw them anymore destroyed our trapper builds aswell. Im soooooooo sorry that could happen to you aswell. Not.
holy crap someone’s salty. and here i thought the community was finally done crying nerfs to thief, now that there’s nothing left to nerf. apparently there’s still a bug that lets you create a thief, they should fix that.
(edited by BrunoBRS.5178)
I don’t understand why you’re asking for the stealth focused class to have less stealth, even though it doesn’t make enough of a difference to actually kill you.
Stealth should be a defensive mechanism, not something you stay in 24/7.
i think you’re mistaking thieves with condi mesmers. thieves have to get out of stealth before they can do anything to you.
I don’t understand why you’re asking for the stealth focused class to have less stealth, even though it doesn’t make enough of a difference to actually kill you.
Stealth should be a defensive mechanism, not something you stay in 24/7.
Stealth means more to thief than other classes it’s not just an extra. Traps are not dangerous anyway so even if you get hit by all of them it’s no worries just an annoyance. Now if ranger ones didn’t have damage that would bring worries, DH traps are visual effects.
The Dhuumfire thread
I want damage on those traps, like 2-3 thousand. that can crit….. and hit multiply targets….several times …. and maybe be unblockable.
In all seriousness, I kinda hate the trapper runes. Not for QQ reasons, but how they are pretty much are a cop out for improving the traps. Instead of making each trap something people would want to take, they all get lump into a gimmick., and artificial made to work.
Same reason I was upset when they added them. A utility skill shouldn’t have a Rune requirement to be useful at all.
It’s bad enough when you got to take traits to make skills worth taking for something niche, (looking at you Venoms).
But needing to dedicate a rune set to make something worth it?…. No, opportunity cost is way out there, skills need to be worth it on their own, not needing to augmented.
I don’t understand why you’re asking for the stealth focused class to have less stealth, even though it doesn’t make enough of a difference to actually kill you.
Stealth should be a defensive mechanism, not something you stay in 24/7.
i think you’re mistaking thieves with condi mesmers. thieves have to get out of stealth before they can do anything to you.
I don’t understand why you’re asking for the stealth focused class to have less stealth, even though it doesn’t make enough of a difference to actually kill you.
Stealth should be a defensive mechanism, not something you stay in 24/7.
i think you’re mistaking thieves with condi mesmers. thieves have to get out of stealth before they can do anything to you.
are you seriously dying to that?
Lol.
That ghost build video…
And here’s the not forseen thread /s
Pro tips:
1) Any amount of mobility and immob break will get you easily out of range. This build has poor mobility.
2) Want to kill him? Deny stealth by standing in his black powder. Or taunt him with your pet skill, then use sic ’em. Or use any of the other myriad reveals coming with HoT.
I support the reveal on trapper condi thief builds. Right now that build is causing a lot of outrage in almost all servers because of the possibility to maintain perma stealth and damage people.
I’m sure people can still use trap builds with trapper runes if the initial trap damage revealed you. I don’t understand how any thief here can find logic in being able to deal damage and stay stealthed at the same time with absolutely 0 loss of stealth.
I support this post. This needs a fix for WvW.
Sigh.
“Thief is being annoying, nerf him so he cannot be annoying.”
Not OP, not too strong, not unavoidable, just annoying, and it still needs nerfing.
Stealth should be a defensive mechanism, not something you stay in 24/7.
Use a reveal. Or call someone that has a reveal. He’s not going to kill you.
Zarin Mistcloak(THF) Valkyrie Mistblade(WAR) Kossori Mistwalker(REV) Durendal Mistward(GRD)
I used to think (build op, pls nerf) like you, but then I took a nerf to the knee.
Sigh.
“Thief is being annoying, nerf him so he cannot be annoying.”
Not OP, not too strong, not unavoidable, just annoying, and it still needs nerfing.
Stealth should be a defensive mechanism, not something you stay in 24/7.
Use a reveal. Or call someone that has a reveal. He’s not going to kill you.
Or beat him to death with AoE .
I don’t find stealth annoying… I find this game’s demented auto-targeting annoying. Thief vanishes and now I have focus on a gazelle in the neighboring zip code… I want to fight the other player not bad UI.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Auto target totally screws leaping skills if any neutral monsters are nearby. I turned it off long ago.
I can keep it on for that reason. Tab+HS when some person is chasing me is fantastic for speedy getaways.
This mechanic is as we have it now by design. The intent is that traps for a Thief should be usable and triggerable without revealing the Thief, and so that is how it behaves. I also seriously think it is better this way for increased synergy within the class itself, and because Thief traps are a little undertuned at the moment.
I support the reveal on trapper condi thief builds. Right now that build is causing a lot of outrage in almost all servers because of the possibility to maintain perma stealth and damage people.
I’m sure people can still use trap builds with trapper runes if the initial trap damage revealed you. I don’t understand how any thief here can find logic in being able to deal damage and stay stealthed at the same time with absolutely 0 loss of stealth.
I support this post. This needs a fix for WvW.
It’s a nerf if of everything traps get nerfed… It would simply encourage not letting the players activate the traps and just use them for stealth especially now that CiS competes with SRej. So with the possibility of getting revealed and not having cover blind for meh trap effects and just stealth it’s a plain nerf even more with all this damage running around.
I don’t like how they made me enjoy the spec but it’s definitely not OP, I only stop due CiS being GM, SE nerf was harsh but this one broke it for me.
The Dhuumfire thread
(edited by Sagat.3285)
I don’t understand how any thief here can find logic in being able to deal damage and stay stealthed at the same time with absolutely 0 loss of stealth.
Mesmer Minions
Ranger Pets
Engineer Gyros/turrets
Necromancer Minions
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ
(edited by PopeUrban.2578)
Necromancer Minions
them stealth necros be OP, yo.
:P
(though seriously, SRing a reaper right before the mid fight engagement will be ridiculously strong)
Stealth Gyroing my Reaper was strong Bruno ^.^ I kinda sorta, well, 1v3’d… more like I got the drop and they died. SG into superspeed from round corner, dropped reaper 5, then 4 with 3 on hold, ended 3 and swung at the dead bodies with auto. It was uh… well… very entertaining ^.^
I don’t understand how any thief here can find logic in being able to deal damage and stay stealthed at the same time with absolutely 0 loss of stealth.
Mesmer Minions
Ranger Pets
Engineer Gyros/turrets
Necromancer Minions
You left out Drangonhunter-Trapper Runes with Spirit Weapons
Ok. Its terrible now. But one day… ((shakes fist at sky))
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
I don’t understand how any thief here can find logic in being able to deal damage and stay stealthed at the same time with absolutely 0 loss of stealth.
Mesmer Minions
Ranger Pets
Engineer Gyros/turrets
Necromancer Minions
You left out Drangonhunter-Trapper Runes with Spirit Weapons
Ok. Its terrible now. But one day… ((shakes fist at sky))
i’m trying to picture a build that has enough traps with low-ish CDs to justify trapper runes, and still has room to bring sword and hammer.
Wow, am I missing something? Or does that build have absolutely no condi-removal or stun/immobilize breaks at all? Personally, I’d be very afraid to use that build.
I don’t think traps are really your issue with that build, though. It only has 2 (with heal skill), only providing 6 seconds of Stealth in total.
EDIT: Ah, I found the condi-cleanse! Hide in Shadows cures Burning, Poison, and Bleeding. But I did forget to mention that the build also lacks health regeneration in Stealth.
(edited by Kageseigi.2150)
I don’t understand how any thief here can find logic in being able to deal damage and stay stealthed at the same time with absolutely 0 loss of stealth.
Mesmer Minions
Ranger Pets
Engineer Gyros/turrets
Necromancer Minions
You left out Drangonhunter-Trapper Runes with Spirit Weapons
Ok. Its terrible now. But one day… ((shakes fist at sky))
i’m trying to picture a build that has enough traps with low-ish CDs to justify trapper runes, and still has room to bring sword and hammer.
I set mine up with staff/bow in beta. It was highly entertaining to stalk my own roamers and add suprise support to 1v1s.
I wouldn’t call it effective but it was kinda fun. Currently leveling a guard to do it on live for the lulz.
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ