ArenaNet talk:Skill feedback/Ranger/Traps

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Sure, traps aren't broken enough in HA. /notsigned. Traps are perfectly balanced. If they kite out of it, you must not be using enough tripwire. -- NUKLEAR User NuclearVII signature 3.jpgIIV 16:57, 7 June 2008 (UTC)

Yeah, traps are fine, if used in: UW, FoW?, HA, and ZE. Halogod35 User Halogod35 Sig.jpg 17:03, 7 June 2008 (UTC)
Sometimes I wonder what he's thinking, and what kind of pvp he's doing... If traps are buffed and crap like Escape Scythe is left alone, I'm leaving. Traps are still (insert expletive of choice here) powerful, anyone who's been tele camped and instagibbed by an undodgeable, unstoppable barrage of KD/Conditions/massive damage in small, prot-spirit ignoring packets would be quite angry should they be buffed. Hell, smoke trap is essentially an anti-caster and anti-melee ward, rolled into one (think that's the right skill...). Oh, they last for a bit too, during which the team can annihilate you from the other side of its death pit. Traps aren't weak, if anything they're broken. Something to address at some point Nuklear? --Kalas Silvern 11:51, 12 June 2008 (UTC)
I think not. The problem in HA stems from the format, not necessarily the traps. TBH, they can't kill if you don't stack em real high, and you deserve to die if you teleport when you can clearly see a ranger trap the shit outta a telly. I should know, that's my favorite way to grief in AB! -- NUKLEAR User NuclearVII signature 3.jpgIIV 15:42, 12 June 2008 (UTC)
And here, as always, my PvE issue; my group could beat prophecies until I killed all foes at Nolani Academy. Armor penalty rather than interruptability makes Trapper's Focus useless so either keep it or rework both. Definetly increase a trap's damage for PvE insanely, really insanely. Noctarch 04:28, 1 September 2008 (UTC)
Trapper's Focus is a borked piece of garbage. Overpowered in gimmicks and sucks for anything else. Rework it. --The preceding unsigned comment was added by User:96.233.11.131 (talk).

Just throwing this out there

For pvp, why not prevent players from casting traps if an enemy is nearby, increase AOE to nearby range, and decrease damage. With proper condition durations and speed boosts, this could allow a trapper to effectively prepare an area before a fight. To prevent stacking, traps could be treated similarly to maintained enchantments. When the trap is cast, an icon appears in the maintained enchantment area of the screen. This icon can be double clicked to remove the trap (just like an enchantment) and removes itself when the trap is activated. As long as the icon is there, the trap is disabled. This disabling does not prevent the normal recharge time from being counted (meaning that if the trap is triggered immediatly you have to wait for the recharge, but if its triggered a minute after casting the recharge will have completed) With this effect the 90 second duration could be removed. Echo/ Arcane echo would still be effective, but not nearly as much for damage. Kumlekar 07:38, 25 May 2009 (UTC)