ArenaNet talk:Skill feedback/Ranger/Trapper's Speed

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Um, the fact that Serpent's Quickness has a 45 second recharge compared to Trapper's Speed's 20 second recharge is kinda a big leap. The fact that Trapper's Speed also decreases cast time of traps by 25% also balances the +8% recharge. Serpent's cannot be maintained. Serpent's ends if your health goes below 50%, while trapper's only ends if you attack (which you shouldn't be doing if you are trapping). Sure, you also shouldn't be losing half your health while your trapping, but the attribute spread means attacking does so little damage anyway so I would prefer end on attack than end <50%hp.

As for it being only useful in gimmicks, read the description! It only affects traps. Traps are not considered part of the 'balanced' line of play, because they suck if not mass swarmed in one place. The whole concept of this skill is to make a gimmick more viable (but even then, it only is slightly useful in FA/JQ where spamming traps on teleporters is viable).

Now imagine this skill if it had 33% faster activation (not that much) and 33% faster recharge. Wow, your 20 second recharge jumps from 15 to 13.3 seconds. Your 30 second recharge jumps from 22.5 seconds to 20 seconds. Not much difference? Well, considering you have 5 traps on your bar, thats an amazing 11% more traps. That's equivalent to having +10% damage. You also have a 11% less chance of being interrupted. That is not an insignificant buff, and it will just make gimmicks worse, and make farming Balthazar easier and PvE farming easier. It will not create any fun combos or shift the metagame in a good direction.Crimmastermind 08:18, 21 February 2009 (UTC)

Well to make it simple, the problem is not the utility skills for the traps, but rather the traps themselves. Each trap alone is low damage/effect. Obviously when you stack them or get a group of trappers, their effect dramatically increases. Therein lies the flaw. When the traps are set off, it's like using 10 skills at the same time. If you could use lightning strike ten times at the same time, obviously it's a gimmick (besides being OP). So a simple solution: each trap can only have 1 active at a time, but dramatically increase its effect. However, most everyone will view it as a nerf, and how to increase its effect properly is tricky business. I highly doubt a.net would even consider doing anything with it. But, it's always funny to lay 20 traps in the middle of the road and see who walks into it, but that's about all its worth. --8765 08:28, 21 February 2009 (UTC)