Outmanned buff immunity to traps

Outmanned buff immunity to traps

in WvW

Posted by: Tesla.6439

Tesla.6439

In a situation where we were woefully outmanned and had a hard time doing much at all. Was thinking that if the steal supply traps were used by the dominating side we would be even more Kittened. Seemed to remind me of the Orb problem where synergy of the Zerg holding the buff put the smaller population at even a greater disadvantage.

Taking into consideration we havent seen the traps in action yet, my question is :

Would adding an immunity to traps to the outmanned buff be a good idea ?

Outmanned buff immunity to traps

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Posted by: Gab Superstar.4059

Gab Superstar.4059

They don’t really affect you in the same way that orbs did though. Orbs were game wide, whereas traps are map wide. Being outmanned on a map is not the same thing as being outmanned in WvW as a whole.

That being said I seriously hope that traps don’t have some sort of crap 5man cap, that would indeed favor the zergs in a way I don’t like.

Very Good Detectives [VGD]
Devonas Rest 4 lyfe

Outmanned buff immunity to traps

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Posted by: Oozo.7856

Oozo.7856

Traps are most likely going to be some clunky item that you have to use from inventory. What was needed at the development stage was a class with an anti-stealth ability, such as the hunter’s flare from WoW. Or the Trooper’s, Bounty Hunters stealth scan from SWTOR.

Horrible fail on ANET’s part with regards to stealth.

Here is an example of getting it right with respect to stealth. There should always be a class with an ability that directly counters stealth if you are going to put stealth in your game at all.

http://youtu.be/d7-WMOkAxDM?t=3m10s

[Anonymous Defender] on Youtube
Solo & Roaming Group WvW Movies

(edited by Oozo.7856)

Outmanned buff immunity to traps

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Posted by: VOLKON.1290

VOLKON.1290

Traps are most likely going to be some clunky item that you have to use from inventory. What was needed at the development stage was a class with an anti-stealth ability, such as the hunter’s flare from WoW. Or the Trooper’s, Bounty Hunters stealth scan from SWTOR.

Horrible fail on ANET’s part with regards to stealth.

Here is an example of getting it right with respect to stealth. There should always be a class with an ability that directly counters stealth if you are going to put stealth in your game at all.

Well that’s an incredibly bad idea. The moment you have a profession designed to counter stealth is the moment you have a profession pigeon-holed into a single role no matter what the player wants to do.

Now, actually, there are means to counter stealth. ANet has already added an additional means for every profession with the final AC upgrade, although that’s a bit expensive.

#TeamJadeQuarry

Outmanned buff immunity to traps

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Posted by: Korsbaek.9803

Korsbaek.9803

i dare you to mention the othere counters to stealth then the AC i dare you

aoeing randomly is not a stealth counter

Commander Korsbaek lvl 80 Guardian
Ayano Yagami lvl 80 ele

Outmanned buff immunity to traps

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Posted by: VOLKON.1290

VOLKON.1290

i dare you to mention the othere counters to stealth then the AC i dare you

aoeing randomly is not a stealth counter

It is if you’re smart enough. I see where he stealthed and make an informed decision where to drop an AoE. So you’re right there… random may not be good enough. There are also necro fields, ranger traps, etc. Hell, I’ve even used mesmer GS5 to expose more than one stealthed thief. That’s actually quite funny when they stealth between you and a cliff… hit 5, wait, loot bag appears at your feet.

Stealth is also short duration. Sometimes patience is enough.

#TeamJadeQuarry

Outmanned buff immunity to traps

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Posted by: Attic.1562

Attic.1562

Traps are most likely going to be some clunky item that you have to use from inventory.

2013-05-14 Patch notes

Traps have been added as a new purchasable consumable utility item. Two unique variants are available.

When placed, traps last for one hour.
Players may only have one of a given trap type deployed at a time.
Traps will disappear when a player leaves the map.
Traps are sold by the vendor for 15 badges and 525 karma; they will stack to 250 and are account-bound.
It takes a 4-second channel to place at feet.
Placing a trap uses very short-range ground targeting to assist in orientation.
Placed traps have a 600×90 rectangular trigger area; only enemies can trigger them.
Once triggered, traps affect up to 20 enemies within a range of 1200.
Traps cost 10 supply to place.

HOW DOES HE DO IT FOLKS!?