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Old Sep 02, 2005, 04:17 PM // 16:17   #1
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Default Suggestion about Traps

You know when you use traps and if a person is targeting you they can see you using traps. My suggestion is that anet should change is so they can't see you using traps when they target us. Did that make sense?
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Old Sep 02, 2005, 04:20 PM // 16:20   #2
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that part is irrelevant, you can still see the person crouch down.
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Old Sep 02, 2005, 04:24 PM // 16:24   #3
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But if they're far they wouldn't be able to, they'll just think i'm using preperations n stuff.
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Old Sep 02, 2005, 05:35 PM // 17:35   #4
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Quote:
Originally Posted by Renegade
But if they're far they wouldn't be able to, they'll just think i'm using preperations n stuff.
No, you get to see every other skill, traps being taken off the list would be unfair. After all, I may decide that I am willing to let you lay Flame traps but not dust traps - how do I know whether to Cry of Frustration you....
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Old Sep 02, 2005, 06:35 PM // 18:35   #5
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There's nothing wrong with seeing the trap skill if they have you selected. If you're worried about getting interrupted, use whirling defense...
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Old Sep 02, 2005, 07:15 PM // 19:15   #6
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Quote:
Originally Posted by Epinephrine
No, you get to see every other skill, traps being taken off the list would be unfair. After all, I may decide that I am willing to let you lay Flame traps but not dust traps - how do I know whether to Cry of Frustration you....
Except stances, although that might be more of an unintended effect of having a zero casting time, and being castable at any point, provided you meet the requirements to use it. (Energy/Adrenaline)

Anyway, what annoys me about traps is people's use of them.
Traps are things of stealth, in theory. Not skills to lay out in common view and grief battles.
What I mean to say is, like people would sometimes do with spirits, to build a fortress of them. To surround yourself in a safe box of traps and just stand there waiting for the enemy to HAVE to step into range, and either step into the traps, or be unable to fight you in melee. (You're not going to be able to interrupt them unless you're in bow range)
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Old Sep 02, 2005, 07:18 PM // 19:18   #7
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But that's not griefing - that's strategy... Honestly, next it'll be griefing if a warrior hits you with a weapon. I mean, how fair is that when you're trying to live.

Using traps as a barrier is sensible - you force your enemy to take another route to get to you or cross your traps. You rely on having better range than those who don't wish to cross the traps. That's really just good tactics.
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Old Sep 02, 2005, 07:48 PM // 19:48   #8
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What annoys me about traps is how there's no practical way of dealing with them, especially if they're in a chokepoint. This is why we need somebody that at least has the capability to disarm them. (*coughRoguecough*) I know I'm beating the Rogue to death, but it'd be an excellent addition, for a number of reasons-- the trap thing, another melee class, further versatility, etc.
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Old Sep 02, 2005, 07:55 PM // 19:55   #9
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Traps should be traps. If you lay a trap and the enemy is already on it, it should not trigger. That way, you don't have Rangers rushing next to a monk being attacked to lay traps, and they need to do the more skillful thing of having the monk run across already planted traps.
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Old Sep 02, 2005, 08:40 PM // 20:40   #10
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Ah I have a better suggestion, they should not show ANY skills,spells,or whatever that is being used. In order to know when to interrupt n stuff you must look at their character.
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Old Sep 02, 2005, 08:58 PM // 20:58   #11
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If that were the case mesmer active interrupts would be next to pointless.
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Old Sep 02, 2005, 09:36 PM // 21:36   #12
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Unless you were right next to the person casting, and knew what the sound or appearance of every skill was. Which is very unlikely.
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Old Sep 02, 2005, 10:08 PM // 22:08   #13
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A skill that mask the skills you do for a duration of time would be neat.

Rogues Cover (stance)
For 10-30 seconds any trap, preparation or attack you use will be unseen by your foes.
Cost 10
Cast -
Recast 40

It takes up a skill slot, and allows you to take action stealtfully.

More than anything, Id love for teams to be able to see the location of thier traps on the ground when then are layed.
That would make traps 100% more usefull by cutting out some of the guess work for your own team.

Last edited by Goonter; Sep 02, 2005 at 10:11 PM // 22:11..
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Old Sep 02, 2005, 10:17 PM // 22:17   #14
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Quote:
Originally Posted by Flame
Unless you were right next to the person casting, and knew what the sound or appearance of every skill was. Which is very unlikely.
Wah, wah, wah... PvP is meant to be competitive.

Like I always say "For every strategy there is a counter strategy and for every counter strategy there is a strategy." I always find it funny when I see posts about people wanting to increase/decrease dmg, casting time, etc on certain skills because they can't seem figure out good counter strategies to use in PvP.
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Old Sep 02, 2005, 10:31 PM // 22:31   #15
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Quote:
Originally Posted by Epinephrine
But that's not griefing - that's strategy... Honestly, next it'll be griefing if a warrior hits you with a weapon. I mean, how fair is that when you're trying to live.

Using traps as a barrier is sensible - you force your enemy to take another route to get to you or cross your traps. You rely on having better range than those who don't wish to cross the traps. That's really just good tactics.
I'm not talking about laying traps to exert partial control over the battlefield, I'm referring to mass trap spam across an area and just standing there waiting for the battle to come to you, and picking off the weakened victims.

Particularly on a map such as in the Random Arenas, where people are prone to choose the IVEX trapper. I've seen teams of 4 r/me's trap EVERY route in Fort Koga and stand there and just taunt the entire time.

Much like standing around in a nigh invincible shield of enchantments, or an impassable spirit wall, they've built a barrier of traps and make no attempt to hide it, and they're perfectly content to stand in their 'safe box' until you come to them.

Of course, in a controlled team, you're more likely to be able to send in someone to trigger the traps and absorb their negative effects with impunity, by setting enchantments on them and curing their status effects.

Edit:
Bear in mind that definitions of words used strictly in online realms are different per person, per game, per situation. We've most likely come at an impasse involving the usage of the word.

I see the players setting traps in that manner as intentionally drawing out the game, like runners, which is a real nuisance.

Last edited by Mercury Angel; Sep 02, 2005 at 10:37 PM // 22:37..
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Old Sep 02, 2005, 11:07 PM // 23:07   #16
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Did you know, that pets are a great way to sweep a vector free of traps?

Don't let the PETA people know I said that though...
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