suggestion for [tripwire] and [needle Trap]

suggestion for [tripwire] and [needle Trap]

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Posted by: Tabootrinket.2631

Tabootrinket.2631

Hi, there’s something bothering me with those traps.

In the description it is said it can target up to 5 foes.
But when one activate it, the trap disappears efficiently trapping only one ennemy… then comes the cooldown of 30 seconds.

Suggestion :
Add just a 1 second delay when an ennemy activate the trap, before breaking it.

This way when trying to stop a group of mob charging you, you’ll be able to trap the 5 targets supposed to be caught with the skill.

BUT it won’t be game breaking since in WvW, people will just have to wait 1 second when someone gets caught to be able to charge towards you.

(edited by Tabootrinket.2631)

suggestion for [tripwire] and [needle Trap]

in Thief

Posted by: Sir Vincent III.1286

Sir Vincent III.1286

There’s already been suggestions about this. The idea was to create a field when the trap is triggered.

For example;
Trip Wire – knocks down the foe that triggers the trap, then it will create an Oil Slick field for 1-2s (Oils slick field knocks down moving foes in the area).

However, since our traps are so horrible in comparison to Ranger’s and Guardian’s, it’s better to bring Caltrops instead.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.

suggestion for [tripwire] and [needle Trap]

in Thief

Posted by: Softspoken.2410

Softspoken.2410

I’d appreciate something like this. Trip wire in particular could also just have an internal counter that causes the trap to break after it targets 5 different opponents. If you do it that way, the duration could be a lot longer than a 1-second window, which makes its effect a little more consistent.

Mixing insults with your post is like pooping in a salad.
It’s pretty obvious, and nobody’s impressed.

suggestion for [tripwire] and [needle Trap]

in Thief

Posted by: Sir Vincent III.1286

Sir Vincent III.1286

I’d appreciate something like this. Trip wire in particular could also just have an internal counter that causes the trap to break after it targets 5 different opponents. If you do it that way, the duration could be a lot longer than a 1-second window, which makes its effect a little more consistent.

You need to stay within the flavor of traps, meaning, you can’t have counters or, in this case, it would be called charges. Once a trap is triggered, there will be an effect and it will require to be reset (re-cast) to have it trigger again.

Functionally, your idea is great, but it wouldn’t be a “trap” in GW2’s world.

http://sirvincentiii.com ~ In the beginning…there was Tarnished Coast…
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.