[feedback] Your trap system needs to be brought on par with 3.0
Posting for a +1.
I love trappers, but the cooldown on them makes them difficult in a game where every league and addition to the game bring more "swarm style" mechanics where kill speed is super important. The ideas the OP put forth are pretty good. Saboteur in general could use an overhaul as well to include some of the mechanic bonuses mentioned in the posts before mine. |
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yeah... traps kinda suck now
mines are pretty good traps... not so much I dont see any any key!
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Added new suggestion to the OP to address all issue's confronted in it at a cost that's beneficial for these type's of builds.
Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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The last time I played a trapper was before Atlas came out, and with 3 different trap setups and the Saboteur cooldown bonus I still ran out of charges sometimes. I couldn't imagine playing a trapper today with any skill that isn't duration-based somehow.
It's almost as if unbridled power creep can cause problems in previously balanced areas of the game. Who knew? Here's a prediction though: there is nothing actually bugged with traps, so GGG won't do anything about them. Terrible design is not reason enough for them to change something that technically still works. |
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Huh. I just got a VS Shadow smeared in two Breaches because he was completely overwhelmed by the numbers and found myself thinking "Would traps be good here because of the sheer density?"
Apparently not. I've wanted to start a trap build more than once, but then I read threads like this and it makes me go "Yeah, no, let's try something that actually works." "We're pilgrims in an unholy land."
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In general, I agree, though I would argue that the game should be slowed down, and not the trappers should be sped up.
" That would just mean that every trapper has to get that unique... which is a bad idea. The problem needs to be addressed at another point. " Not necessarily, you could use a fake 5- or 6-link (Essences, Tempest's Binding, ...). But yes, it is not ideal, though it is (and should be) a viable option I think. Remove Horticrafting station storage limit.
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Im never against positive changes.
I guess a lower top end burst damage for traps with their respective supports in favour of more speedy trap gameplay would be justified. |
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" I don't disagree. But reality seems to move in another direction, we got a bit of slowing down now for the new batch of players but my instinct tells me where going full speed again in a league or two :'). Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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Tbh, this game is getting only getting faster, and not slowing down.
We probably need a trap and mine overhaul at some point, because its really slow compared to other characters. Traps ammo system is just too limiting, and then we have Mines which require manual detonation. Both of them feature mechanics which slow gameplay down, alongside everlasting mana issues. Maybe Saboteur Ascendancy could transform Mines into Bombs, allowing them to be triggered when they hit an enemy. Traps would probably need to change from a Charge Ammo system, to a just a Trap limit system. As for mana consumption..... I think that's a price to pay for hefty upfront damage. "Dead DPS is 0 DPS"
- Rules of Gaming |
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Good post, OP.
And I scrolled super-fast past a bunch of other posts that I can only assume are extremely long-winded versions of ppl saying "Good post, OP". |
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