redesign thief traps
Direct DMG on Thief traps is really dumb and why ? Every single time when trap make DMG interupt your stealth =)
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
Ambush will simply become Thieves Guild so one of them would have to change.
But +1 for the circle trap.
Direct DMG on Thief traps is really dumb and why ? Every single time when trap make DMG interupt your stealth =)
yes and this is the reason why no one use traps. thief need dmg utilities . thief use mainly his evade now and not his stealth (unless he plays condi dodger thief who use 1 trap and can be perma stealth with no reason)
Ambush will simply become Thieves Guild so one of them would have to change.
But +1 for the circle trap.
no one uses the elite thieves guild and also not necessarily . if you can have 4 thieves out now you can burst some one fast or even do 1v2
Direct DMG on Thief traps is really dumb and why ? Every single time when trap make DMG interupt your stealth =)
yes and this is the reason why no one use traps. thief need dmg utilities . thief use mainly his evade now and not his stealth (unless he plays condi dodger thief who use 1 trap and can be perma stealth with no reason)
Thief is class without CD on main DMG skill, no he really does not need more skills with DMG.
BTW maybe it will be news to you but 80% DD utility skills make huge DMG =)
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
Ambush will simply become Thieves Guild so one of them would have to change.
But +1 for the circle trap.
no one uses the elite thieves guild and also not necessarily . if you can have 4 thieves out now you can burst some one fast or even do 1v2
Thief guild + Ambush trap have synergy with Venomshare.
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
I would love a redesign on the traps (among things).
Especially if you look at it like this: the main two trap classes (who don’t need elite for it) have traps which are absolute garbage in comparison to the ones for dh. So normalizing them (to be closer to dh or at least as viable) would be a great idea, also to make gw love up to the “build diversity” quote (which is what I loved pre hot)
I would love a redesign on the traps (among things).
Especially if you look at it like this: the main two trap classes (who don’t need elite for it) have traps which are absolute garbage in comparison to the ones for dh. So normalizing them (to be closer to dh or at least as viable) would be a great idea, also to make gw love up to the “build diversity” quote (which is what I loved pre hot)
After HOT we have 5x more build diversity. before HOT i use maybe two builds.
Right now i play +- 6 build on Thief which are viable, which would be unthinkable before HOT
Fredy Brimstone lvl 80 Mighty Warrior
Oupí lvl 80 Immortal Guardian
Not all Thief traps are garbage.
Shadow trap is a great trap. All it needs is some fix to the port > In its current form it every bit as good as DH traps. It is just used differently and is not as straightforward as the DH. I do not think it better if our traps become “more like a DH” with a lets just make them do damage upfront type design. It can also stand a lower ICD. (5 seconds shaved)
It ports it adds might and fury it gives a long lasting stealth. The synergy with other skills here is just incredible be it SE for cleansing on stealth or even more might and vulnerability added with trap mastery. Use it and follow up with your sneak attack skill and you add even more utility.
Needle trap is hardly sub par. It an excellent trap when used properly and in many ways more dangerous then the DH and ranger traps that each have one function. Obviously it is not as usable in power builds , but not everything has to cater to power. Do not fixate on the damage. the Immobilize part is the single most important component.
After a bit of work I have a thief with maximum condition duration. This trap will immob for 3 seconds. I can wreak havoc on an enemy in 3 seconds (let alone 6 with duration added). Sure there immob breaks but if you design your thief for such you can followup with another. Yes it will not work as well against every build but few things do. (if anything to be changed I would just change the 3 bleeds one poison to 3 poison 1 bleed so as to leverage with potent poison)
On my p/d thief I rotate between this trap , #2 on the set , Impairing daggers and the same needle trap off the heal with respite traited. I also take panic strike. At full 100 percnt condition duration thats a whole lot of immob you can add. Most classes do not have much in the way of direct immob cleanses relying instead on the generic cleanse. This just means your damage conditions have a greater chance to tick.
This trap is pretty good as it is and while the style of it different then is DH ones of direct damage , very usable. Get your timing down right and there a way you can use this trap in conjunction with your steal so that your steal ends up applying 3 poisons, three bleeds , 5 confusion , weakness and a 3 second immob base. This with Bewildering traited. If you trait up trap mastery that steal will also add 5 vulnerability and give you 5 more might. What not to like? A bit harder to do this than it is the CND steal trick but it doable.
Tripwire can use a bit more. I suggest the cooldown be dropped and a 1/2 second daze added base. If the enemy is doing something when tripped it would still get that interrupt.
Ambush needs a tweak. Some combination of a lower cooldown or a tweak upwards as to what damage the thief can do or the types of things it can do in its rotation. Ie boost the damage done from each 15 percent across the board. Boost how long it stays in game after summoned or lower the cooldown . Give it a stun or more life or make its first attack unblockable or some combination of these things.
(edited by babazhook.6805)
I like the idea of circle traps and also a smoke field on Ambush.
Shadow Trap will be amazing if it turns into a true teleport. Especially if the “Destroy Trap” portion has its casting time reduced significantly. If I were to enhance it further, I would have it grant 1 second of Stability/Resistance or auto-evasion (just long enough to allow the Thief to kitten the situation after blindly teleporting) so the Thief won’t insta-die to enemy traps. I suppose it would be a trap-counter-trap.
But going back to Ambush, I would have the AI Thief spawn directly behind the target and in Stealth, and also set the AI to combat mode. That way, it would no longer give away the player’s position if in Stealth. It would mean the player doesn’t have to be near the target or to hit/be hit for the AI to actually engage. It would also allow a Stealth opener by the AI, and would make it more difficult to recognize that the attack is coming from AI.
(edited by Kageseigi.2150)
Direct DMG on Thief traps is really dumb and why ? Every single time when trap make DMG interupt your stealth =)
yes and this is the reason why no one use traps. thief need dmg utilities . thief use mainly his evade now and not his stealth (unless he plays condi dodger thief who use 1 trap and can be perma stealth with no reason)
Thief is class without CD on main DMG skill, no he really does not need more skills with DMG.
BTW maybe it will be news to you but 80% DD utility skills make huge DMG =)
how many use DD utilities beside blocks lol
I would love a redesign on the traps (among things).
Especially if you look at it like this: the main two trap classes (who don’t need elite for it) have traps which are absolute garbage in comparison to the ones for dh. So normalizing them (to be closer to dh or at least as viable) would be a great idea, also to make gw love up to the “build diversity” quote (which is what I loved pre hot)After HOT we have 5x more build diversity. before HOT i use maybe two builds.
Right now i play +- 6 build on Thief which are viable, which would be unthinkable before HOT
you mean weapon set staff and p/p or d/p or s/d
same strait almost
in pvp maybe 1 build with 2 weapon set d/p or staff
no build diversity
build diversity means roles diversitry
if you builds design to dmg whether with staff ot dagger its by no mean diversity
In regards to the OPs reworks, as it’s been said before, any damage on Thief Traps is detrimental to the Profession. Traps originally had a minor amount of damage on trigger a while back, and what was found, was for a Profession whom was so fully integrated with the Stealth mechanic… it screwed them over. Repeatedly. Making the Trap line all but useless. With the removal of damage it made them a bit more viable as it doesn’t interfere with the gameplay of the Thief, as well as the addition of a couple “Good” traits that augment them. Also while constructively, it’s good to compare the Traps across the Professions, mechanically it’s not, as both Guardian and Ranger are not the same as Thief. Those two Professions have little to no synergy with the Stealth mechanic, and are not reliant upon it for Survival. As well as the fact that their Traps are arguably more Damage focused (Condi for Ranger, Direct Damage for Guard), while Thief traps seem to have been… well. I was going to say Utility, but we’ve got a little bit of… everything? Condi Damage, CC, Gap Closer/Escape and AI Summon. Though only three of those are useful.
What Traps need though are not a rework, but added functionality. Perhaps a secondary active after the trap was triggered, that a Thief can use within range. Or much like Shadow Trap, a secondary effect that can be triggered by remotely destroying the trap.
(edited by Kawloon Fuathach.3807)
After HOT we have 5x more build diversity. before HOT i use maybe two builds.
Before the pre-HoT PU nerf, I only ran one class and build. The current meta has more builds but many of them revolve around the same trick… bunker with Durability and dmg reduction food. Heck I run Durability on my thief now.
“Youre lips are movin and youre complaining about something thats wingeing.”
+1 OP. Thief has 2 skill category which is completely outdated and 3rd is decent but has terrible long cooldowns.(Yes, Im watching you poisons, traps and tricks)
thief had direct dmg on them to begin with they removed it for trapper set .
top be honest i think needle trap is one of the top 5 utility thief has. it need no buff.
Ambush trap never have 2 thief that would imply you going to give thief guild 3. honestly that trap should just be removed from the game it was a bad design.
shadow trap mech just need to be changed to portal mech. so it can not be LOS by anything.
Tripwire should become a 4 second ward. of when you pass threw it you get knockdown.
that all traps need if you “want” to buff it.
(edited by Taobella.6597)
First off can you please make them circles, like other traps? second, can you get rid of the stupid thief summon trap? Can our traps please do damage? like real damage? i9’d love them to be hybrid traps. rangers can be condi, we can be hybrid, DH can be power. (even though we hate DH traps.
look at my dream thief for my take on Traps currently
ANd to the last post I can say only – no, make it this way:
DH =Power
Thief = Condi
Ranger = Hybrid
Thief traps and direct damage is just a no go as its totally counter productive to their Stealth Gameplay. Thieves NEED no direct damage traps, so that they can functionize in harmony with Stealth!!
look at my dream thief for my take on Traps currently
ANd to the last post I can say only – no, make it this way:
DH =Power
Thief = Condi
Ranger = HybridThief traps and direct damage is just a no go as its totally counter productive to their Stealth Gameplay. Thieves NEED no direct damage traps, so that they can functionize in harmony with Stealth!!
no dmg traps mean unused utilities for thieves as they were so far
who really used traps just to stealth.
check pvp hardly stealth while in fight and being used just with d/p. no staff and no s/d
so only d/d build use 1 trap with stealth. so why heart all the other trap
I think we really need an elite trap, that’s really OP.
Smoke trap!
Creates a huge swirling column of smoke 2 meters high.
Smoke combo field. 360 radius.
While an enemy is inside the trap, all his/her block and immunity skills are ineffective.
(Thus all attacks on targets inside the trap are unblockable)
Pulses blind condition every 1 second.
Pulses 1 stack of confusion every 1 second.
Lasts for 5 seconds.
Cooldown 90 seconds.
:D