Raf Longshanks-80 Norn Guardian / 9 more alts of various lvls / Charter Member Altaholics Anon
Traps?
Raf Longshanks-80 Norn Guardian / 9 more alts of various lvls / Charter Member Altaholics Anon
Thieves can’t fight unless stealthed? Rangers and Engies manage okay….besides its only 30 seconds.
Are you proposing giving thieves 4k additional base hitpoints, access to protection, 1200 yard ranged attacks, a 1200 yard snare, a 1200 yard stun, out of stealth regen, a pet, and/or 20 redesigned traits and skills that don’t rely on stealth anymore?
Because if you are, I’m on board!
They are shaped like strips.
I know one thing, if people are losing a keep and there is still supply in it the last thing they will be doing before giving up the fight (or even as part of normal defence?) is dropping anti-supply traps around the supply depots.
Haven’t tested dropping a trap bundle for others to pick up so looks like that is possible too – just give everyone in your guild group a trap to drop.
Whole game is going far too much towards “bunker” or “turtle” mode. Just bunker in your structure with ACs, drop your traps, never move – never use a player skill. You can’t even change map as you might lose your traps, so you bunker in your own border.
Madness.
Are the traps visible in any way prior to setting them off?
Zikory – Retired Thief
Zikkro – Zergling Necromancer
They are shaped like strips.
I know one thing, if people are losing a keep and there is still supply in it the last thing they will be doing before giving up the fight (or even as part of normal defence?) is dropping anti-supply traps around the supply depots.
Haven’t tested dropping a trap bundle for others to pick up so looks like that is possible too – just give everyone in your guild group a trap to drop.
Whole game is going far too much towards “bunker” or “turtle” mode. Just bunker in your structure with ACs, drop your traps, never move – never use a player skill. You can’t even change map as you might lose your traps, so you bunker in your own border.
Madness.
Fluidity and adapting on the battlefield is all but gone… kind of sucks.
My fun laughs at your server pride.
Summary
The traps can be triggered regardless if you have supply or are stealthed. 30 sec reveal debuff for the stealth trap and 10 supply taken for the other trap. You can place traps while in stealth. Yes they affect an AoE area. NPC’s do not set them off.
Traps cost 10 supply, 500 karma and 15 badges.
Perfect. Thanks. I definitely predict people running ahead of groups, preferably without supply, setting off traps along the way.
Sounds like it’s a pretty standard ANet tool in that respect. Pretty nasty in some circumstances. Learn to play…and it’s not much of a threat.
Most likely people will be used as human-minesweepers.
So the best way to use traps is if you can place right in the middle of the zerg. And take 1 guess which profession will be able to pull that off…
Three pages and no Akbar? You all are slipping.
It would be funny if they worked on dolyaks delivering supplies…
I’m sorry but stealth isn’t thief’s core gameplay mechanic that shouldn’t be countered – it is having initiative counter instead of cooldowns on your spells.
And now about traps – do they cost badges AND karma or one of that two? Anybody tried it yet? Do you even see it when enemy triggers it?
Except that a Thief in stealth unlocks new skills to use, something no other class can do. Stealth IS for a Thief a profession mechanic.
Just MOAR FAIL by Anet. Probably should fire themselves.
Dear ArenaNet:
30 seconds is excessive. Maybe 10 even 15 seconds. But 30? Why?
In a prolonged engagement thieves will not be able to stand toe to toe against any opponent without stealth. They cant use their “out of stealth” abilities which is a HUGE basis of theif gameplay.
(edited by Bllade.1029)
I approve of this, let it be known I will use stealth traps for just 1 thief. We at CAMP have more badges than zergleading commanders. All thieves please come back to me over and over thinking you are trolling by making me “waste traps” on just you please.
Why on earth would you do this Anet? If you’re going to take away stealth for stealth based builds, why don’t you remove an engi’s care package? Why don’t you remove mesmer’s phantasms for 30 seconds? Also be sure to remove the ranger’s pet for 30 seconds as well.
A suggestion, make the trap pulse for 30 seconds within that area. Make the area larger even, but allow people to leave said area, and stealth again. Removing stealth for all targets for 30 seconds breaks, and ruins so many builds. Lets just hope you guys pay attention to the community members, because you’re kitten quite a few of them off.
EDIT: Another idea here, make it a 15 second set-up, and if you are hit, it interrupts the cast. Keep the traps for anti-zerg, not for one dude to use against an array of stealth based progressions and break the combat mechanic in smaller fights.
SWäG [Still Winning and Grinning]
Maguuma
(edited by Drtrider.6314)
I thought they said traps weren’t being added for this release?
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro
all this complaining … they aren’t that bad I can concede the anti stealth might need a reduced timer which anet probably will do since it was.the first run it will prob be reduved too 15 -20 sec which is stll fairly effective
Os guild
I already installed a new game, I played GW2 for the WvW.
WvW is non existant at the moment, traps are rediculous. Good job in ruining a really fun game mod. Waiting for the private servers to come that host the good old WvW.
First troll to receive 10/10
Best golem driver EU
Note: Traps are relatively expensive. Once that “new item smell” has worn off, you’ll see them used more tactically, learn where they’re more likely to be and adjust accordingly.
What’s with the panic over things we haven’t even had a chance to try in practice? Let’s see how they play out, then see if there are adjustments that make sense to offer to ANet.
I WvW’d for hours last night, 2-3 of which I was commanding.
I still haven’t seen someone use a single trap on any side.
I think this thing is just an overblown non-issue, in hindsight.
Note: Traps are relatively expensive. Once that “new item smell” has worn off, you’ll see them used more tactically, learn where they’re more likely to be and adjust accordingly.
What’s with the panic over things we haven’t even had a chance to try in practice? Let’s see how they play out, then see if there are adjustments that make sense to offer to ANet.
Well people have a brain and they can simulate things in their minds. Therefore they don’t need to run their car into a wall to get some idea of what it would feel like. Given the information we have on traps, we could use that information to form an opinion on how it could affect game play. That’s what people are doing, rather than just be sitting ducks and see what comes.
I’ll ask you a question in return; what do these traps add to game play? Which problem where they supposed to fix? And will they?
Supply bombs will probably only achieve two things: a) benefits larger zergs over small groups (due to cap of 20 players) and b) someone gets sacrificed to run around like a headless chicken in front of the zerg (fun game play huh?).
With regard to anti-stealth bomb; some will deploy it to troll thieves, they are basically free (badges and karma are useless). Is that fun? I have a thief, but also 7 other professions so I care little, but I don’t see the fun in that. Also note that thieves can troll your zerg much harder now: http://www.youtube.com/watch?v=lv4P-kTBzE0.
Others will argue it will de-stealth hiding portal mesmers. Will it? The trigger area is small and it needs to be triggered by an enemy. Hiding mesmers stand still in a corner, so you’d basically need to drop the trap under their feet. Alternatively, you need to drop a lot of them on fleeing enemies. Wouldn’t it be more efficient to just provide a sweep upgrade to keeps that people can activate once?
In any case, I fail to see the fun of traps and the problems they are supposed to combat. For some it’ll just cause silly game play (more zerging, running ahead) or better solutions can be provided. Judging from the post above, they don’t seem to be used much as a result.
(edited by Morrar.1764)
Note: Traps are relatively expensive. Once that “new item smell” has worn off, you’ll see them used more tactically, learn where they’re more likely to be and adjust accordingly.
What’s with the panic over things we haven’t even had a chance to try in practice? Let’s see how they play out, then see if there are adjustments that make sense to offer to ANet.
Well people have a brain and they can simulate things in their minds. Therefore they don’t need to run their car into a wall to get some idea of what it would feel like. Given the information we have on traps, we could use that information to form an opinion on how it could affect game play. That’s what people are doing, rather than just be sitting ducks and see what comes.
I’ll ask you a question in return; what do these traps add to game play? Which problem where they supposed to fix? And will they?
Supply bombs will probably only achieve two things: a) benefits larger zergs over small groups (due to cap of 20 players) and b) someone gets sacrificed to run around like a headless chicken in front of the zerg (fun game play huh?).
With regard to anti-stealth bomb; some will deploy it to troll thieves, they are basically free (badges and karma are useless). Is that fun? I have a thief, but also 7 other professions so I care little, but I don’t see the fun in that. Also note that thieves can troll your zerg much harder now: http://www.youtube.com/watch?v=lv4P-kTBzE0.
Others will argue it will de-stealth hiding portal mesmers. Will it? The trigger area is small and it needs to be triggered by an enemy. Hiding mesmers stand still in a corner, so you’d basically need to drop the trap under their feet. Alternatively, you need to drop a lot of them on fleeing enemies. Wouldn’t it be more efficient to just provide a sweep upgrade to keeps that people can activate once?
In any case, I fail to see the fun of traps and the problems they are supposed to combat. For some it’ll just cause silly game play (more zerging, running ahead) or better solutions can be provided. Judging from the post above, they don’t seem to be used much as a result.
Its more meant to counter veil bombs and portal mes running past a chokepoint second the supply one is meant to help prevent overly drawn out sieges I presume and btw most people who actually wvw use their badges on siege
Os guild
Few things are quite so savory to me as thief tears.
There’s finally a hard counter to stealth and now they are going to lose their kitten. Oh, your core gameplay mechanic has a counter now? How bad that must feel. I main guardian—my core gameplay mechanic is boons and I have a low health pool. You know what counters my core gameplay? Boon stripping and conditions.
So welcome to the club of the rest of us. We meet in the gym after AA on Wednesdays. Bring donuts and paper plates.
This post is so utterly unintelligent, that I have a hard time not judging your intellectual integrity.
Your core mechanic is countered by something, that you can avoid by dodging, blinding, etc.
Stealth here is unblockably negated for a period of 30 seconds.
It is people like you that are the reason PvP in this game requires less skill every patch. Because of the tears, you know. Those tears you interpret in this thread, where a bad change to the game is being criticized. Because it is unreflected and not very smart.
Legendary counter: Twilight, Bolt, Incinerator, Incinerator Nr. 2, Meteorlogicus, The Dreamer
(edited by Zumy.6318)
When will people realize this ain’t about thieves it won’t effect roaming theives at all only Zerg runners who like to be in front
Os guild
Note: Traps are relatively expensive. Once that “new item smell” has worn off, you’ll see them used more tactically, learn where they’re more likely to be and adjust accordingly.
What’s with the panic over things we haven’t even had a chance to try in practice? Let’s see how they play out, then see if there are adjustments that make sense to offer to ANet.
Well people have a brain and they can simulate things in their minds. Therefore they don’t need to run their car into a wall to get some idea of what it would feel like. Given the information we have on traps, we could use that information to form an opinion on how it could affect game play. That’s what people are doing, rather than just be sitting ducks and see what comes.
I’ll ask you a question in return; what do these traps add to game play? Which problem where they supposed to fix? And will they?
Supply bombs will probably only achieve two things: a) benefits larger zergs over small groups (due to cap of 20 players) and b) someone gets sacrificed to run around like a headless chicken in front of the zerg (fun game play huh?).
With regard to anti-stealth bomb; some will deploy it to troll thieves, they are basically free (badges and karma are useless). Is that fun? I have a thief, but also 7 other professions so I care little, but I don’t see the fun in that. Also note that thieves can troll your zerg much harder now: http://www.youtube.com/watch?v=lv4P-kTBzE0.
Others will argue it will de-stealth hiding portal mesmers. Will it? The trigger area is small and it needs to be triggered by an enemy. Hiding mesmers stand still in a corner, so you’d basically need to drop the trap under their feet. Alternatively, you need to drop a lot of them on fleeing enemies. Wouldn’t it be more efficient to just provide a sweep upgrade to keeps that people can activate once?
In any case, I fail to see the fun of traps and the problems they are supposed to combat. For some it’ll just cause silly game play (more zerging, running ahead) or better solutions can be provided. Judging from the post above, they don’t seem to be used much as a result.
Its more meant to counter veil bombs and portal mes running past a chokepoint second the supply one is meant to help prevent overly drawn out sieges I presume and btw most people who actually wvw use their badges on siege
I got 1K spare badges only casually playing WvW (to rank 22 + some alts). I can make 20-40 or so an hour tagging along with a zerg. Far more than I’ll ever need for buying siege.
Also how’s a 4 second cast gonna stop a veil that lasts roughly as long? On top of that you need to predict where it’s coming from… So that leaves choke points only.
As for the supply one; it’ll be used for trolling (see the linked video) and I bet it’ll either be removed in days or changed so that you can’t put it down in stealth (after which no one will care for it anymore).
(edited by Morrar.1764)
I am trying to understand traps. Right now I look at supply traps as another anti zerg mechanism that Arena Net is putting in the game. Large groups running down main roads are going to get clobbered by the supply trap if they are used on main roads.
I think the fear that the stealth trap will ruin the thief is unfounded. I think they would normally be used to protect siege in the field. A large zerg wouldn’t bother but a small group deploying siege might find it useful. As it is now a thief, if he is good, can almost dance in and then out using stealth and create havoc on the small placement. This will make it harder.
It will also be used against small groups of thieves who currently enjoy farming other small groups of players who cannot counter them.
(edited by RiWiJo.7502)
Instead of anti supply/stealth traps, we should have gotten traps that apply a condition (cripple/10 stacks vulnerability/poison/etc.) for 20s to up to 50 enemies in 1200 area. Imagine the possibilities for tactical fights. Smaller groups could set up a “minefield” and try to lure and defeat 2x+ their numbers in an open field “ambush”(also, the setup time should have been much longer(15s, to protect from flash trap building in zerg vs zerg), monetary cost much lower, supply same). THAT could have been fun.
But what we got instead? "Hey derpmaster, they took the supply camp, let’s set up 4 supply traps on the road to the tower and /laugh at them from the walls while we use the “totally balanced” ACs."
Instead of anti supply/stealth traps, we should have gotten traps that apply a condition (cripple/10 stacks vulnerability/poison/etc.) for 20s to up to 50 enemies in 1200 area. Imagine the possibilities for tactical fights. Smaller groups could set up a “minefield” and try to lure and defeat 2x+ their numbers in an open field “ambush”(also, the setup time should have been much longer(15s, to protect from flash trap building in zerg vs zerg), monetary cost much lower, supply same). THAT could have been fun.
But what we got instead? "Hey derpmaster, they took the supply camp, let’s set up 4 supply traps on the road to the tower and /laugh at them from the walls while we use the “totally balanced” ACs."
Just to name one of many traps that are possible—an excellent trap would be one that removes the speed buff for a duration which would allow great opportunities for ambushes.
I know Arena Net is watching this closely—there were several devs playing in my tier yesterday deploying traps.
As far as AC they are being nerfed also—so Arena Net just doesn’t put this stuff out there and forget about it.
(edited by RiWiJo.7502)
For people who didn’t get the memo (like qqing thieves), traps aren’t for 1v1. It’s for anti zerg.
The supply trap is very useful for a defending force. Stealth trap seems way to difficult to get it down at the right time and place.
Thieves are crying hard, failing to realize these traps are a massive buff to their profession in WvW or they do know and try to throw the scent away from this new overpowered toy they got.
Questions:
Is there a visual component to either trap “springing?”Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.
Hi Everyone,
I wanted to clear a few things up about traps and also say thank you for your feedback and concerns.
Alright first question:
Is there a visual component to either trap “springing?”
Answer:
Yes. If you go to the Trap and Tricks Outfitter the effects that are played when the traps activate are on the table! The supply trap is a tornado filled with supply and the stealth trap is a black stealth-sucking miasma.
Second questions:
Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?
Answer:
Yes, any “Enemy Player” can trigger the traps. This means that pets, clones, Npc’s, and ambient creatures CANNOT trigger the traps. This design was set so players wouldn’t put traps (especially the supply trap) on supply holds. Image if your zerg/small party didn’t have supply and went to restock at supply hold that had a few supply remove traps. As soon as the team has supply BOOM “Trapified” your supply is gone.
Third Question?
Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?
Answer:
The trap fires and randomly targets 20 affected enemies in the area.
Not really a question but hey:
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.
Follow up:
We wanted the traps to have a large enough area that players could use them in different strategic ways, but making them a huge circle was making the trap bit too unavoidable in tight areas of the maps.
(edited by Hugh Norfolk.2798)
Thanks for the followup!
I think there was a lot of panic going on over nothing. I’ll admit, I panicked a bit myself at first.
No traps sighted in the wild so far. We’ll see how it goes today!
Traps are great for small man roaming teams.
I mean. Me by myself just stopped an entire zerg. I slapped a supply trap down infront of a gate. The dumb zerg ran at it to build rams.
Boom. Half supply.
I grab 10 more from the tower jump down in the middle of their now backed off zerg.
Stability and other boons.
Build trap.
Boom.
Sorry dudes did you want to build siege?
After that they gave up and ran away.
Stealth trap on the otherhand is a meh.
Only way I can find to use it is to place it down, sit in it and wait for a glass cannon copy paste thief to try and gank me.
They realize they’ve been duped and quickly back peddle as I full retaliation tank them.
Other than that I haven’t seen it used often.
I think I may be the only dude to use it on my server nearly every fight just to troll.
All dem badges are disappearing fast.
Northern Shiverpeaks Night Crew
Os Guild
(edited by Rob.7624)
Questions:
Is there a visual component to either trap “springing?”Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.
Hi Everyone,
I wanted to clear a few things up about traps and also say thank you for your feedback and concerns.
Alright first question:
Is there a visual component to either trap “springing?”Answer:
Yes if you go to the Trap and Tricks Outfitter the effects that are played when the traps activate are on the table! The supply trap is a tornado filled with supply and the Stealth trap is a black sucking miasma of stealth.Second questions:
Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Answer:
Yes, any “Enemy Player” can trigger the traps. This does mean that pets, clones, Npc’s, and ambient creatures CANNOT trigger the traps. This design was set so players wouldn’t put traps (especially the supply trap) on supply holds. Image if your zerg/small party didn’t have supply and went to restock at supply hold that had a few supply remove traps. As soon as the team has supply BOOM “Trapified” your supply is gone.Third Question?
Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?Answer:
The traps fires and randomly targets 20 affected enemies in the area.Not really a question but hey:
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.Follow up:
We wanted the traps to a large enough area that players could use them in different strategic ways, but making them a huge circle was making the trap bit too unavoidable in tight areas of the maps.
ty for clearing all that up
[AVTR]
Isle of Kickaspenwood
Questions:
Is there a visual component to either trap “springing?”Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.
Hi Everyone,
I wanted to clear a few things up about traps and also say thank you for your feedback and concerns.
Alright first question:
Is there a visual component to either trap “springing?”Answer:
Yes if you go to the Trap and Tricks Outfitter the effects that are played when the traps activate are on the table! The supply trap is a tornado filled with supply and the Stealth trap is a black sucking miasma of stealth.Second questions:
Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Answer:
Yes, any “Enemy Player” can trigger the traps. This does mean that pets, clones, Npc’s, and ambient creatures CANNOT trigger the traps. This design was set so players wouldn’t put traps (especially the supply trap) on supply holds. Image if your zerg/small party didn’t have supply and went to restock at supply hold that had a few supply remove traps. As soon as the team has supply BOOM “Trapified” your supply is gone.Third Question?
Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?Answer:
The traps fires and randomly targets 20 affected enemies in the area.Not really a question but hey:
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.Follow up:
We wanted the traps to a large enough area that players could use them in different strategic ways, but making them a huge circle was making the trap bit too unavoidable in tight areas of the maps.
Question for you that I don’t think I’ve seen asked yet: Do traps count toward the max siege limit of a server? Or do they have their own limit?
Please give us a keyring…
Questions:
Is there a visual component to either trap “springing?”Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.
Hi Everyone,
I wanted to clear a few things up about traps and also say thank you for your feedback and concerns.
Alright first question:
Is there a visual component to either trap “springing?”Answer:
Yes if you go to the Trap and Tricks Outfitter the effects that are played when the traps activate are on the table! The supply trap is a tornado filled with supply and the Stealth trap is a black sucking miasma of stealth.Second questions:
Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Answer:
Yes, any “Enemy Player” can trigger the traps. This does mean that pets, clones, Npc’s, and ambient creatures CANNOT trigger the traps. This design was set so players wouldn’t put traps (especially the supply trap) on supply holds. Image if your zerg/small party didn’t have supply and went to restock at supply hold that had a few supply remove traps. As soon as the team has supply BOOM “Trapified” your supply is gone.Third Question?
Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?Answer:
The traps fires and randomly targets 20 affected enemies in the area.Not really a question but hey:
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.Follow up:
We wanted the traps to a large enough area that players could use them in different strategic ways, but making them a huge circle was making the trap bit too unavoidable in tight areas of the maps.Question for you that I don’t think I’ve seen asked yet: Do traps count toward the max siege limit of a server? Or do they have their own limit?
Traps do not count towards the siege cap limit.
Here’s one, Hugh. Why do traps cost more than a Catapult in both badges and karma (catapults cost 0)?
Catapults kinda cost 50 supplies to build too compared to the cheap 10 supply traps.
Here’s one, Hugh. Why do traps cost more than a Catapult in both badges and karma (catapults cost 0)?
It’s probably a question of balance/impact.
Traps, if cheap, would be dropped EVERYWHERE and would end up being a major impediment to playing the game at all. Can you imagine if they were as cheap as arrow carts?
As it stands, their price keeps them from being abused.
Questions:
snipQuestion for you that I don’t think I’ve seen asked yet: Do traps count toward the max siege limit of a server? Or do they have their own limit?
Traps do not count towards the siege cap limit.
Ahh, Thanks for the answer. Thats good. So they must has their own limit then, or at least a despawn timer.
Please give us a keyring…
Implementing the traps seems to be a good idea. However the fact that it targets 20 people means it is yet another thing that is no big problem for big zergs but a big problem for smaller groups.
However the thing I really dislike about them it they way you buy them. Why do you need to buy them with badges and karma?:S
Just implement them the same way as the other siege weapons. You can buy them for badges, for silver and they drop from chest (the WvW JP chest). That would make more sense and would make it better.
So why you did go for the karma + badges?
(I mainly like the invisibility trap. Not so sure about the supply-trap) I did not really see a problem with supply.
Also the fact that it gets activated whenever any enemy walks over them seems strange. Makes them much less useful (so then the prices are way to high). Just let 1 person or a small group run before the rest and the traps are not worth anything anymore.
(edited by Devata.6589)
As it stands, their price keeps them from being abused.
I think in time we may find that their price keeps them from being used at all.
Maybe it is a balance question, but I’m curious what the logic is from the developers’ perspective. I’m given the option of buying a catapult or 2 arrow carts or 2 flame rams or a trap (for 3 extra badges). Maybe it’ll be fun for some players to use if they have an overflowing number of badges and don’t use siege, but to me it doesn’t seem like a cost effective use of badges to buy traps. An Arrow Cart can kill players, costs less than half the badges, and even though not fully deployable by a single player, is a much bigger battle changer than any of these traps could ever be. This is especially true since a single scout can trip any traps ahead of the big group and essentially nullify its effects.
the 4 sec requirement to set the trap in motion is how Anet shows their love for thieves, they must all have a thief as their main or active characters.
Pain Train Choo [Choo]
Mind Smack – Mesmer
As it stands, their price keeps them from being abused.
I think in time we may find that their price keeps them from being used at all.
Uhm….Good! :-P
No one really wants the things. They’re pretty much a game-breaking concept.
I mean…supply stealing? That’s messing with a perfectly balanced, and well established, piece of the metagame. They might as well have added badge-stealing or silver-stealing traps. I hope people look at the price and universally say “I’d never buy that.” The concept of a supply stealing trap is complete and utter lunacy.
The only reason I’m not upset that they added them (anymore) is that their use is going to be rare due to the fact that the price is actually in-line with the idiotic impact of having them.
Seriously….someones boss at ANet needs to drag them into an office and slap them silly over that ridiculous idea.
(edited by Hickeroar.9734)
Second questions:
Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Answer:
Yes, any “Enemy Player” can trigger the traps. This means that pets, clones, Npc’s, and ambient creatures CANNOT trigger the traps. This design was set so players wouldn’t put traps (especially the supply trap) on supply holds. Image if your zerg/small party didn’t have supply and went to restock at supply hold that had a few supply remove traps. As soon as the team has supply BOOM “Trapified” your supply is gone.
(My bold.) The funny thing is this is exactly what thieves are doing now, right when the zerg/small party is in the process of resupplying.
Questions:
Is there a visual component to either trap “springing?”Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.
Hi Everyone,
I wanted to clear a few things up about traps and also say thank you for your feedback and concerns.
Alright first question:
Is there a visual component to either trap “springing?”Answer:
Yes. If you go to the Trap and Tricks Outfitter the effects that are played when the traps activate are on the table! The supply trap is a tornado filled with supply and the stealth trap is a black stealth-sucking miasma.Second questions:
Will the trap spring even if:
A) the person walking over it isn’t stealthed, or
B) the person walking over it doesn’t have any supply?Answer:
Yes, any “Enemy Player” can trigger the traps. This means that pets, clones, Npc’s, and ambient creatures CANNOT trigger the traps. This design was set so players wouldn’t put traps (especially the supply trap) on supply holds. Image if your zerg/small party didn’t have supply and went to restock at supply hold that had a few supply remove traps. As soon as the team has supply BOOM “Trapified” your supply is gone.Third Question?
Does the supply trap count those without supply in the max-20 people count? Is it just a random chance that you get affected?Answer:
The trap fires and randomly targets 20 affected enemies in the area.Not really a question but hey:
If these are shaped like a “strip,” it definitely feels like they intended them to be dropped at the doors to keeps and towers.Follow up:
We wanted the traps to have a large enough area that players could use them in different strategic ways, but making them a huge circle was making the trap bit too unavoidable in tight areas of the maps.
Is it working as intented that Traps can be placed while in stealth, without breaking stealth?
And what about placing a trap and then blinking/shadowstepping away, which results in you finishing the trap from a distance?
What about both of those together? Remote stealth trap placement underneath a zerg?
What about the high cost for low oppertunity damage? Sending 1 “minesweeper” ahead of the zerg will easily dispatch of pre-placed traps. So only traps placed directly into an enemy zerg are effective.
What about the massive advantage Thieves have in placing traps and using them as an effective tool in WvW compared to other professions because they can place traps in an enemy zerg?
To the point that a single Thief can cause a lot of damage to an entire zerg by sapping their supply, and really only Thieves can do this. Such as placing Supply Traps underneath enemy Zergs just as they resupply from a freshly taken supply camp? (which is something you didnt want to happen…)
(edited by Terrahero.9358)
As it stands, their price keeps them from being abused.
I think in time we may find that their price keeps them from being used at all.
Uhm….Good! :-P
No one really wants the things. They’re pretty much a game-breaking concept.
No the invisibility was the game-breaking concept. This seems to be a way how ArenaNet tries to fix that problem without nerving the thiefs them-self and so a lot of people want the traps.
That by itself is good and the idea of a trap is good but the implementation is not so great. The anti-invisibility trap should only get activated by invisible enemies and the way to get both the traps should be similar to the current siege weapons, so money or badges and as drop from chest.. I think with about the same drop-change as cata’s.
The only thing the anti-invisibility trap now is only a little useful for attacking alone roaming thiefs (so not defending against them. you need to build the trap so for that they are useful but really to hunt for them I mean). But that is only half of the problem and for that they are to expensive.. and even worse, every time some enemy player (not invisible) walks over them people can place a new one. Making the traps more accessible by implementing them in the same way as the other siege weapons and making the anti-invisible traps only activate on an invisible enemy would make them useful and I can’t really see how people would be able to abuse them. It’s still a one time use only so after any activation people have to place them again.
So even if they would be as easy to get as arrow-cards you would still not be able to ‘abuse’ them because you will run out of them much faster then the arrow-cards.
(edited by Devata.6589)
I really hope the devs will also read the comments after Hugh Norfolk’s last comment because some really valid points have been made.
And it is not that I dislike the idea of traps… I even came up with the idea in an older post of me https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/WvW-needs-more-resourcefulness-and-less-zergs/first#post1183875 .
There I ask for more resourcefulness so people can even make there own traps. Just giving the trap as an option is also fine. It’s just the way it is implemented that is a little broken imho. Would they have implemented it as the normal blueprints are it would be fine.
The way it is now implemented would be good for direct use. So lets say I am roaming alone or we are with a party and suddenly a enemy thief comes in. If I would then be able to throw down a trap that would be great and then it would make sense to make then more expensive. You also don’t need to use them as much. But they now basically work as normal siege weapons, have the problem that they get activated by any enemy-player making them basically useless (because groups will work with scouts now) but you are not able to get them just like other siege-weapons.
(edited by Devata.6589)
Is it working as intented that Traps can be placed while in stealth, without breaking stealth?
And what about placing a trap and then blinking/shadowstepping away, which results in you finishing the trap from a distance?
What about both of those together?
Remote stealth trap placement underneath a zerg?What about the massive advantage Thieves have in placing traps and using them as an effective tool in WvW compared to other professions because they can place traps in an enemy zerg?
Hi again everyone,
I will say we want there to be play with the traps, but placing the traps while in stealth has very little counter to it, so we will be evaluating whether we would like to change this implementation. Thanks to everyone for you feedback and concerns.
Hugh
Will it be/is it possible to get traps as random drops and as JP rewards?
Is it working as intented that Traps can be placed while in stealth, without breaking stealth?
And what about placing a trap and then blinking/shadowstepping away, which results in you finishing the trap from a distance?
What about both of those together?
Remote stealth trap placement underneath a zerg?What about the massive advantage Thieves have in placing traps and using them as an effective tool in WvW compared to other professions because they can place traps in an enemy zerg?
Hi again everyone,
I will say we want there to be play with the traps, but placing the traps while in stealth has very little counter to it, so we will be evaluating whether we would like to change this implementation. Thanks to everyone for you feedback and concerns.
Hugh
Seems a little OP if traps could be placed while in stealth.
Played a few sessions of WvW so far and I haven’t encountered any traps so far…so little impact from my point of view atm…
All the vids I have seen on them, seem to involve thiefs constantly hitting zergs to strip them of supply, slowing down the rate at which they can take a fortification…turning WvW into a grind, more static, with less action…basically with traps/arrowcart Anet seem to be taking the fun out of WvW…
Business as usual really thiefs get a big boost, another way to troll all the other classes…
The stealth reveal trap is really pretty useless and too expensive to bother with really…
(edited by Meglobob.8620)
I will say we want there to be play with the traps, but placing the traps while in stealth has very little counter to it, so we will be evaluating whether we would like to change this implementation. Thanks to everyone for you feedback and concerns.
Hugh
You mean, you didn’t really think through on the consequences of adding these traps? Or how they could be used?