Let's kick-off the Incursion teaser cycle with a new unique item!
" I would usually agree with this argument, but in that particular case I can't. The gloves are crap for leveling because a normal trapper will have 0% fast cast while leveling. Or close to none. These gloves offer a mid-late game way to scale, not a power spike during leveling / gearing. |
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" That's pretty much my entire problem in a nutshell. I can't see getting enough cast-speed on a trapper build to justify it, or burning a support link on Faster Casting just to offset the cost. I disagree with the lack of Life being an issue, though. If you're not leaning too heavily on no/low-defense uniques, it shouldn't end up being a problem if one or two pieces have zero life or negligible defenses. You just have to make sure to cover it enough other places that you don't potato your build, whether by trading or luck. The problem is, I can't see choosing THIS unique in it's current state over something else that would be a bit more beneficial, like Sunblast. Doesn't offer enough utility (not with Charged Traps as a support) or damage, in a slot with heavy competition (from Elder/Shaper gloves). It's very neat otherwise, and it's just a shame that it's middle of the road as opposed to something truly amazing. End of the day, though, not every unique can be top-meta amazing or super good. It's still a very interestingly designed one. |
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Bex, as someone who loves traps and plays traps constantly; Please, PLEASE(, please), let this be a sign that you're FINALLY going to fix this broken mechanic.
"When a trap is triggered by an enemy" is a dead stat. This is the BIGGEST problem with traps and has been for a loooooooooong time. It doesn't work. Because it doesn't synergize with how people actually use traps. The most common(and likely intended) way for traps to be used is to be a Saboteur. This means you'll have chain reaction. That means for every pack of enemies, every 5 or 10 or however many traps you're throwing out, you get ONE chance to proc this 10% effect. Because only ONE of your traps is being triggered "by an enemy." The rest are being triggered by Chain Reaction. The only other way people use traps is with a sunblast. Which means traps time out the instant they hit the ground, and explode. This means that NONE of the traps are ever triggered "by enemies." I had my hopes up when I saw Tinkerskin though, since it had the same mechanic. I then tried my hardest to make Tinkerskin work. I tried both CR and Sunblast, both made it a bad item since its primary stat was dead. I tried with neither using "normal" traps(that HAVE to be triggered by enemies), and it felt awful. Why would you make it so the primary ascendancy designed for traps, and their key node around which they are built, has broken anti-synergy with this mechanic you keep putting on everything? Please just tell me with the trap focus you're finally fixing this. Last edited by NessOnett8#3374 on May 14, 2018, 3:36:15 PM
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" See, this is the part I hate. That people think you need massive life on everything. Unless you're HC, 6k life is unnecessary for... pretty much all content, tbh. Even uber elder can be done with 4k or less, if your approach is sound. And that's just the thing with trappers, they have a playstyle that doesn't expose them to needing that much life, they can pull off 3-4k pretty easily. They have long rage and fast skills they only need to use once to clear, i.e. they're amazing at kiting. Hell the cooldowns even encourage you to kite a bit instead of just standing in place throwing mindlessly. Last edited by Shppy#6163 on May 14, 2018, 3:50:54 PM
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" Ignoring that this is irrelevant to the conversation, it makes absolutely no sense. Kiting is meant to minimize damage. As a concept. You keep moving so you take less than you otherwise would. The key word being LESS. Which is to say, not none. Herein lies the problem. Because even a random offscreen shot from a random yellow can do 5k damage if it crits. People die from SINGLE hits. Not from the accumulation of successive hits. Leech and flasks are strong enough to the point where anything that doesn't one-shot you is non-threatening. So why would you say you "need" 3-4k life if your premise assumes you're never going to get hit at all? I know it's possible to beat UberAtziri without getting hit at all...with a LOT of practice. But in typical play you're hit sometimes. And if you don't have over 5k life, that single hit will often kill you straight up from full. |
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Time to nerf traps GGG.
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"So only use a couple and maintain a good amount for MoM without worrying about regen etc. Last edited by NightCicer#2430 on May 14, 2018, 11:53:39 PM
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" THIS... ... nothing
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