Cluster trap Nerf

Oh no! I lost 1mil Shaper dps off of my 5mil! I'm disappointed! Oh wait, I can still stack 23 Traps and skip phases.


Lul.


You guys are aren't even seeing the actual total nerf. Sure, the additional trap loss is a decrease in damage, but the throwing speed nerf is actually quite big as well.

Using my Fire Trapper for example (EdsEpiphany):

Pre-Delve stats
-520k average hit
-.38s trap throwing time
-4 traps thrown at a time
-Shaper dps: 5mil

Post-Delve stats
-520k average hit
-.49s trap throwing time
-3 traps thrown at a time
-Shaper dps: 3mil

Conclusion:
Through actual calcuations, 1mil Shaper dps is lost from losing an additional trap from Cluster Traps. The other 1mil Shaper dps is lost from our base throwing time being increased from .5 to .6. Trap throwing time is equivalent to cast time/attack speed for those of you unfamiliar with it as a stat. However, these nerfs as a whole don't change the fact that trappers can still stack up their trap limit before initiating a boss fight and skipping phases as a whole.
A better question is wtf is the point of signing your posts.

Damage
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VwjUnit wrote:
However, these nerfs as a whole don't change the fact that trappers can still stack up their trap limit before initiating a boss fight and skipping phases as a whole.


This. People complaining about Trap nerfs this patch aren't really understanding the magnitude of the silliness trap buffs in 3.3 caused. Traps were absurdly overbuffed in 3.3 and are now being nerfed back down into low orbit. There are a lot of ways to use traps that are still pretty good.
wow so much crying about nerf overbuffed in 3.3 traps and mines...
so how about selfcasters? they are and were in deep always. less dmg, must stay in place to deal dmg... traps and mines are still far far far far far far far stronger than selfcast... so stop crying about ur so big problems which is killing uberelder 1s slower per phase
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VwjUnit wrote:
Spoiler
Oh no! I lost 1mil Shaper dps off of my 5mil! I'm disappointed! Oh wait, I can still stack 23 Traps and skip phases.


Lul.


You guys are aren't even seeing the actual total nerf. Sure, the additional trap loss is a decrease in damage, but the throwing speed nerf is actually quite big as well.

Using my Fire Trapper for example (EdsEpiphany):

Pre-Delve stats
-520k average hit
-.38s trap throwing time
-4 traps thrown at a time
-Shaper dps: 5mil

Post-Delve stats
-520k average hit
-.49s trap throwing time
-3 traps thrown at a time
-Shaper dps: 3mil

Conclusion:
Through actual calcuations, 1mil Shaper dps is lost from losing an additional trap from Cluster Traps. The other 1mil Shaper dps is lost from our base throwing time being increased from .5 to .6. Trap throwing time is equivalent to cast time/attack speed for those of you unfamiliar with it as a stat. However, these nerfs as a whole don't change the fact that trappers can still stack up their trap limit before initiating a boss fight and skipping phases as a whole.

Speaking for myself: I was only talking about the Cluster trap part. At the time of the thread start I didnt know the new trap throw speed so it would have been a moot point to consider it. And (in response to other post and because it makes sense) I also assumed the use of Shaper gloves. And with Shaper gloves vs single target it makes no longer sense to even use 'Cluster Trap' support. So I assumed it would be replaced with a 40% more link. So in this scenario the combined DPS loss would be ~27% less damage. But the individual traps (for stacking up or applying ailments/DoTs) would be stronger than before.

And if you are actually talking about 'Fire Trap' - it got a 40% more buff. So in my scenario you even get slightly more DPS than before.
No wonder it's lost, it's in the middle of the jungle!
Cluster Trap support got nerfed but the real Trap skills all got buffed 40% ish?

This nerf seems to target non-Trap skills (specifically Arc is too strong).

When I made my Trapper, I was mostly using Lighting Trap anyway. I find Arc was too good.


I do wish they could have done something with Multiple Trap support though. They seem overlapping.
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XCodesLIVE wrote:
"
VwjUnit wrote:
However, these nerfs as a whole don't change the fact that trappers can still stack up their trap limit before initiating a boss fight and skipping phases as a whole.


This. People complaining about Trap nerfs this patch aren't really understanding the magnitude of the silliness trap buffs in 3.3 caused. Traps were absurdly overbuffed in 3.3 and are now being nerfed back down into low orbit. There are a lot of ways to use traps that are still pretty good.


By this logic, nobody would use cluster trap, etc. at all, because it's a huge damage loss for frontloading damage against a boss.

The problem with this analogy, and mentality, is that frontloading a boss is a tangent gameplay element of traps ..it's not the main one. It's like saying "Totems are balanced around having 5 totems up at once in tight formation in front of every single mob you want to kill, at all times" Something of which only ever happens on bosses...rarely.

If frontloading a boss was GGG's actual concern, they wouldn't have doubled the trap limit with 3.3 ..and they would have just nerfed the trap limit with this patch instead of nerfing the damage across the board. GGG nerfed traps as a whole, without addressing what people are articulating as the actual problem.

That means they have no idea what the actual problem is, or how traps as a concept works. They're just flailing their arms around, like usual, to try and solve something they don't know ( or cant be bothered with ) to solve. Like saying sunder is too good of a leveling skill, so they nerfed it's range.... at all gem levels?
The problem with this nerf isn’t the nerf itself, it’s that cluster and multitrap are now too similar. They should merge them or something.
this!
Yeah, I can see the complaint over the way GGG addressed balance here. Obviously, cluster arc traps was (and still is) way overpowered in ways that raw DPS alone don't even cover. (and the raw DPS is still insane)

The fact that you can just pre-place 8+ traps on the ground to start a boss fight with minimal investment means most fights are just utterly trivialized: you toss the traps before the boss "wakes" and then when they wake, they instantly get blown up.

However, going back with Rory's "flaws" presentation... (which really was just a kinda ham-fisted way of phrasing what I'd been saying about balance for years) There's not really much to differentiate these two skills, which is a bad thing: you should NEVER have two options where there's no serious difference between them.

They should re-add the extra thrown trap, but make the damage penalty HARSHER: instead of scaling to 36% less damage at level 20, make it only get as good as 45% less damage, but still throw 3 extra traps: in both cases, we still see the 25% less DPS compared to pre-nerf. Moreover, this change would mean it'd be an actual boss nerf, since the current nerf to this gem has zero bearing on your "pre-place" damage; all it did was require you click the skill one more time before waking the boss. This time a full set of traps would do only 3/4 of the damage they've been doing.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike

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