Why isn't Shadow Trap reliable like Portal?
They don’t work in the same way. Shadow trap functions the same way as shadowstep, and has all the same issues with valid path errors and getting stick on twigs (like when porting from Anza to the northern supply camp in EB, for instance).
Portal on the other hand is a true teleport, you don’t instantaneously run from one point to another like a shadowstep, you simply cease to be where you were and start being at the other end of the portal. And this is fully how shadow trap should work, but since the devs can’t even give us 10% healing on withdraw when it’s in the patch notes I don’t expect anything when it comes to fixing this trap.
Don’t follow me, unless you enjoy being chased by angry men with sticks.
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Cuz no one likes Thief. If it was as reliable as Portal then everyone would hate us even more. We’re not allowed to have nice things because we’re horrible criminals.
It attempts one shadow step for the full distance, from A to B. A fix to make it more reliable would be to create a walking path then attempt to cover it in multiple smaller shadow steps which collectively cover the full distance. But of course, it’s not been touched.
http://www.twitch.tv/impact2780
It attempts one shadow step for the full distance, from A to B. A fix to make it more reliable would be to create a walking path then attempt to cover it in multiple smaller shadow steps which collectively cover the full distance. But of course, it’s not been touched.
It has been touched a few times actually through nerfs and used to function better. It was such a random nerf too cuz I didn’t think anyone used it and I never heard it complained about. Then the shadowstep nerf as a whole made it even worse.
I always assumed I killed an Anet dev once with it when I was screwing around in WvW with skills I don’t normally use and he nerfed it in a short moment of anger or something.
(edited by Doggie.3184)
If it makes you feel any better scorpion wire is equally terrible.
What we haven’t tried yet is a video compilation of a build containing all bugged skills and post it in every part of the forum.
I’ve been using it a lot since the xpac on some of my thief builds and wondered what was holding others back so its reliability… Good there are ways to get it to work without having it bug up just have to be aware and pay attention try to have a good line of site I consider it something that still takes some skill because of this isn’t an ez mode skill like most things… Takes some thought before and after..
Ps Mesmer portal can bug up as well had this happen to me many times when laying the first portal (maybe second) on an uneven surface..
Destroy shadow trap needs to be made a port with no pathing checks. There is no reason to keep it a shadowstep.
I’m disappointed by the trap too, it bugs out soo often. There really is no reason for it not to behave like a portal (you just arrive where you where before !). If there’s no intention to fix it (make it work reliably), then atleast give it a sort of indicator that shows when using the skill will result in it working as expected.
Yeah if shadow trap did not have such a huge CD it buggyness probably be less of a problem lol.
I know it rather subjective but I feel all ports fail more of late and this in conjuntion with more “target obstructed” when using ranged for no apparent reason.
IS it just me?
Actually, I wouldn’t mind the second part of Shadowstep (Shadow Return) to be made a true teleport also. The first portion is fine as a shadowstep, but the second part can get you killed if you move into the wrong place… it happened to me today :-(
There is also unfortunately a bug with Destroy Shadow Trap that still persists. If you attempt to use it while you have the ‘Slow’ Condition on you, and you complete the cast… you go nowhere. Even if the trap is right next to you. The increased cast time put on the skill actually nullifies it entirely.
I honestly wish they’d just revert it back tot he way it was during the Betas. Destroy Shadow Trap was instant, much like the active when the trap triggers is.
Because kitten teef thats why
Destroy shadow trap needs to be made a port with no pathing checks. There is no reason to keep it a shadowstep.
The reason is super obvious.
https://wiki.guildwars2.com/wiki/Stealth_Disruptor_Trap
“Use to gain a Stealth Disruptor trap. This trap removes stealth from enemies (range: 1200) when activated. Costs 10 supply to deploy.”
https://wiki.guildwars2.com/wiki/Schematic:_Watchtower
“A spy balloon is deployed above the tower, which will mark nearby enemies on the map.”
https://wiki.guildwars2.com/wiki/Game_updates/October_2015
“Keeps will now mark enemy players within their perimeter for the first 5 minutes after being flipped.”
In WvW people in keeps are supposed to be marked for 5 minutes. For people who are still in stealth, traps are invented to reveal them. The only way to avoid this is to be physically away from the area when the capturing takes place. Currently portal is the only way to pull off that feat. To compensate, portal entre is a glowing/humming circle on the ground.
Shadow traps are invisible, they don’t hum, their cooldown is half of portal’s, their range is twice portal’s, their duration before activation is twice portals.
Sure you won’t be able to teleport in a zerg. But no one is going to give thieves the ability to hide in keeps forever while destroying siege.
I also doubt, not that you suggested it, they would make the shadowstep on trigger the trap a teleport. So that you could place it outside the gates to structures, and hitch a ride in with the people who trigger them.
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(edited by Daniel Handler.4816)
The reason is super obvious.
There’s not much reason they couldn’t make it happen in sPvP. The opportunities to “abuse” the skill are much fewer there.
Besides, Elementalists already have a defensive advantage by fighting near gates (teleports), so when they go down, they can just mist form into safety. The Thief having an offensive counter (or even defensive ability) in the same manner doesn’t seem too far fetched.
The reason is super obvious.
There’s not much reason they couldn’t make it happen in sPvP. The opportunities to “abuse” the skill are much fewer there.
Besides, Elementalists already have a defensive advantage by fighting near gates (teleports), so when they go down, they can just mist form into safety. The Thief having an offensive counter (or even defensive ability) in the same manner doesn’t seem too far fetched.
Wut. They change numbers between game modes. Not functionality. Also wut.
20 thieves stacking their shadow traps near the door to a structure should not be able to teleport into the lord room if the person triggering the trap goes there.
Fortunately most people in the thread meant making only the destroy trap skill a true teleport.
But again, they aren’t going to buff the escape abilities on a class with 3 dodges and potential perma stealth. Especially not after they specifically made stealth traps, added reveal to engie and guardian, and made the marked debuff to counter these shenanigans. Why would they have done any of those things if they thought thief needed buffs to escape.
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.
(edited by Daniel Handler.4816)
Why do Dragon Hunters have a pull that works from day one and thieves have been stuck with a buggy beyond belief Scorpion Wire since launch?
Simple, because ANet hates Thief people.
“Youre lips are movin and youre complaining about something thats wingeing.”
Why do Dragon Hunters have a pull that works from day one and thieves have been stuck with a buggy beyond belief Scorpion Wire since launch?
Simple, because ANet hates Thief people.
The pull didn’t work from day one. You just just assumed the unevadable behavior was an intentional buff.
All classes still have bugs.
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.
They removed the unevadable part then added it back
They removed the unevadable part then added it back
The pull is a sequence skill. On launch the spear was unevadable. That changed.
Learn as much mending and medical info as possible so that it can be added to the Dream.
Become the first Chief of Mending and guide the newly awaken as well as those who want to learn.
(edited by Daniel Handler.4816)
The pull didn’t work from day one. You just just assumed the unevadable behavior was an intentional buff.
I am not even talking about the evade portion. The DH pull has been reasonably reliable since launch. SW is laughably unreliable in comparison and has been for 4 years. They work in nearly the same manner so why has SW sat broken for all these years?
“Youre lips are movin and youre complaining about something thats wingeing.”
And leaving skills in a bugged state is in no way justified as means of balancing a class.. if shadowtrap is feared as yet another escape mechanic, just make the destroy part a 4 second cast, so noone would use it in combat.
Why do Dragon Hunters have a pull that works from day one and thieves have been stuck with a buggy beyond belief Scorpion Wire since launch?
Simple, because ANet hates Thief people.
Necro pulls are as kittencorpion wire (if not worse)… so are necros also hated by Anet?