Jul 19, 2006, 10:32 AM // 10:32
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#21
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Krytan Explorer
Join Date: May 2006
Location: Antioch, CA
Profession: R/
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Quote:
Originally Posted by The Hand Of Death
Snare needs a buff, but not knockdown.
I purpose that you just add damage. I personally would think that getting struck by a dozen sharpened pieces of wood through the legs would hurt. I would say add 15-40 pts of damage and that would keep it balanced and more useful rather than just adding a cripple.
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thats just barbed trap you described......
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Jul 19, 2006, 10:41 AM // 10:41
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#22
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Wilds Pathfinder
Join Date: Oct 2005
Location: England
Guild: Blood On The Worlds Hands
Profession: W/
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Quote:
Originally Posted by Drithlan
thats just barbed trap you described......
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barbed trap bleeds AND crippels aswel as damage
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Jul 19, 2006, 11:20 AM // 11:20
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#23
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Krytan Explorer
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maybe add weakness to the mix and decrease recharge to 10 secs?
Although a trap that would daze would be kinda neat as well. But it would prolly be considered to be overpowering. (daze + cripple = casters worst nightmare)
Last edited by Renegade ++RIP++; Jul 19, 2006 at 11:25 AM // 11:25..
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Jul 19, 2006, 12:33 PM // 12:33
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#24
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of Brackenwood
Join Date: Oct 2005
Location: Ontario, Canada
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Quote:
Originally Posted by Raiin Maker
barbed trap bleeds AND crippels aswel as damage
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I think what Drithlan means is that barbed trap is also a dozen wooden spikes. They're not talking about what it does as far as the game engine is concerned (it bleeds and cripples you), they're talking about what it does in the game world (it stabs wooden spikes into your legs).
Really, the animation for Snare is wrong. It should be a looped rope snapping at your legs and holding you down.
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Jul 19, 2006, 02:36 PM // 14:36
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#25
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Hell's Protector
Join Date: Oct 2005
Profession: R/Mo
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Quote:
Originally Posted by Undivine
I think what Drithlan means is that barbed trap is also a dozen wooden spikes. They're not talking about what it does as far as the game engine is concerned (it bleeds and cripples you), they're talking about what it does in the game world (it stabs wooden spikes into your legs).
Really, the animation for Snare is wrong. It should be a looped rope snapping at your legs and holding you down.
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A REAL buff to snare would be immobilization (like 75% slow) vs cripple.
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Jul 20, 2006, 02:36 AM // 02:36
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#26
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Krytan Explorer
Join Date: May 2006
Location: Antioch, CA
Profession: R/
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Quote:
Originally Posted by Undivine
Really, the animation for Snare is wrong. It should be a looped rope snapping at your legs and holding you down.
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That's kinda my point, I have not stated and I'm sorry. Snare would be like some rope or string across the path that cripples you and trips you in the process hence the Knockdown.
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Jul 20, 2006, 02:44 AM // 02:44
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#27
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Jungle Guide
Join Date: Dec 2005
Profession: Mo/
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Do you guys realize that the trigger and effect on this is larger than other traps? Or am I imagining that?
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Jul 20, 2006, 02:47 AM // 02:47
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#28
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Wilds Pathfinder
Join Date: Mar 2006
Location: With many other ugly people
Guild: We Are All Pretty [ugly]
Profession: R/
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KD on this trap would make it too powerful. Most KDs have a drawback: exhaustion, elite, loss of adrenaline, long recharge, or any combo.
Suggestion - casting to 1 <or> recharge to 15
Both would make it too powerful.
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Jul 20, 2006, 04:38 AM // 04:38
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#29
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Forge Runner
Join Date: Aug 2005
Location: Maryland
Guild: Mage Elites [MAGE]
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I agree either lower cast time, or recharge time, or maybe make it uniterruptible. err....not easily interruptible anyway
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Jul 20, 2006, 04:54 AM // 04:54
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#30
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Krytan Explorer
Join Date: Oct 2005
Location: Cavalon
Guild: The Last Pirates (SaVY)
Profession: N/
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Quote:
Originally Posted by Drithlan
That's kinda my point, I have not stated and I'm sorry. Snare would be like some rope or string across the path that cripples you and trips you in the process hence the Knockdown.
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Then I agree it should cause knockdown, but not cripple. Getting your foot caught in a rope probably won't get you crippled unless you have to chew your leg off or you fall on it baddly, which would be rare.
If it does do knockdown it should have a higher energy cost.
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Jul 20, 2006, 05:39 AM // 05:39
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#31
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Forge Runner
Join Date: Mar 2006
Guild: Aequitas Deis
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IDEA
make the trap *HOLD* the foe on that spot for 3....10 seconds but no conditions, just that is powreful enouth IMO
so for that amount of time that foe cant leave that spot AT ALL, unless he dies and gets rebirth from an ally or use teleportation skills like assassin or necro.
just to add a new effect to the traps. might as well make it an elite........lol
he he he so many opportunities in HA....
Last edited by Maria The Princess; Jul 20, 2006 at 05:42 AM // 05:42..
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Jul 20, 2006, 06:18 AM // 06:18
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#32
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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True, it should do SOMETHING other than Cripple...
Its Cast Time is the same..its Recharge is the same...The cost difference is minimal due to Expertise...
It sohlud do SOMETHING unique...Theres just no reason to bring this over Barbed.
The perfect fix for me....1 second cast time...I think thats appropaite...It does no Dmg..only cripples..same recharge and such as others...1second cast can be its advantage, then Anet could justify its existence by saying "if someone is chasing you..in 1 sec you can potentially set this and snare them to run from them"....Though Barbed trap would still be used by trappers...It would atleast have an EXCUSE to be in the game..
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Jul 20, 2006, 06:29 AM // 06:29
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#33
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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5e for a trap? I'm not complaining...
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Jul 20, 2006, 07:58 AM // 07:58
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#34
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Krytan Explorer
Join Date: Jul 2005
Location: Pre-Searing Ascalon
Profession: R/
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nah, i think it would make more sense to buff otyughs cry, personally i think they should add some damage to snare instead
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Jul 20, 2006, 08:50 AM // 08:50
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#35
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Wilds Pathfinder
Join Date: Dec 2005
Guild: Girl Power [GP]
Profession: Mo/Me
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Make it do the same thing as the Ice in grottos.
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