Trapping as bundles

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miriforst
miriforst
Frost Gate Guardian
#1
I know about instagib bzfff and i know people says traps are overpower when used right, but it would be nice if traps were a bundle invisible for enemies, and that your own team might carry one and drop it where wanted.
this would i think create more flexibility and a place in normal teams (not 8 trappers...)

Trapping a million traps at thee same spot for 8 years and then aggro a single mob and watch them explode is fun , but mostly if a mob triggers your traps, its already to close to your team and is a hazard whether crippled, blinded or not, since when you are a party spread out in earshot, mobs do to, and you will probably disarm a single monster in high end for a while, considering the long cast time and recharge while moving fastly through an area leaving 98% of the traps untriggered behind.

so if trapps are left behind, bring them with you

also, post your own ideas

EDIT: hehe, should have said it was meant for pve XD
Del
Del
Desert Nomad
#2
eh, they're fine as is, no need to make them movable

/notsigned
ajc2123
ajc2123
Desert Nomad
#3
Sounds fun! But they shouldnt make them invisible to the other players while carrying them. A simple bundle pack is good enough.
MagmaRed
MagmaRed
Furnace Stoker
#4
I see several problems with this. Makes 'pretrapping' way too easy. Set a trap, pick it up, then move to enemy range and drop it for instant trap. Would defeat the entire point of making them eaily interruptable. Plus, when carrying bundles you move slower, and lose your weapon set. Lastly, if they were visible, it would cause interference for your team. As you noted, traps are typically stacked quite a bit. Having a large number of items displayed on the screen would make it hard to see the targets or pick the appropriate trap to pick up.

/unsigned

This creates problems, and solves none.
r
rkubik
Lion's Arch Merchant
#5
Maybe if you incorporated a skill such as summon spirits or something like that possibly like a "collect traps" skill where you collect the unused traps and reuse them with the cost of another skill slot and the use of energy. Having the ability to do it "free" would not be a good idea. Could have some potential and increase the use of trappers would need to be thought out as it has the potential to be pretty powerful.
miriforst
miriforst
Frost Gate Guardian
#6
Quote:
Maybe if you incorporated a skill such as summon spirits or something like that possibly like a "collect traps" skill where you collect the unused traps and reuse them with the cost of another skill slot and the use of energy.
yes, that would be nice with trapps shadow stepping, to a skill like trappers focus, but it would maybe have a 3 sec activation time and a 15-25 energy cost.
MagmaRed
MagmaRed
Furnace Stoker
#7
Quote:
Originally Posted by rkubik View Post
Maybe if you incorporated a skill such as summon spirits or something like that possibly like a "collect traps" skill where you collect the unused traps and reuse them with the cost of another skill slot and the use of energy. Having the ability to do it "free" would not be a good idea. Could have some potential and increase the use of trappers would need to be thought out as it has the potential to be pretty powerful.
And what is the point in having traps be easily interrupted? Set a pile of traps out of range of monsters, then 'tank' them and bring the traps to you? Pulling already does this, and if you know how to pull, it isn't hard. I really don't see a point to this. May as well just ask for traps to have the easily interrupted clause removed, and give them 1 second or less cast times.
B
Bob Slydell
Forge Runner
#8
Yeah, lets move holes in the ground any where we want, just like in real life.

/not signed
-Makai-
-Makai-
Jungle Guide
#9
Make the ability to bundle said traps an Expertise skill or elite and make the bundles visible. Then you've got my signature.
Redvex
Redvex
Wilds Pathfinder
#10
I like it
Seriously it's not the right way to make viable trapper in pve (not for farming but domination and mission.)
Trapper Focus remove easy interruptions but traps have too long recharge and casting time that's the problem
/signed