Skill Revamps - Part 2
I hope the new support gem for traps will only give critical strike multiplier to traps. Else it will 100% be a 2 link used by every crit build in the game to ramp up power charges (and extra crit multi) before bosses. Which will in turn make bosses so much easier for those builds.
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Coooool ! Change Elemental hit plz!!!
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I hope that the new trap you introduce will be the chaos trap we have all been waiting for.
Sure that it's interesting to experiment with converting fire, lightning or physical damage to chaos damage and to create a bow/trapper character. But it would be so much better if there would be a more intuitive way to play the chaos trapper without having to indulge in any bow skills or without using a bow. I want a chaos trapper that uses a wand or dagger and still able to achieve the damage similar or equal to a bow/trapper. Therefore the chaos trap also needs to be a spell like other traps. Need to have AoE and duration for the secondary effects and the radius of the initial explosion. My mechanics for the chaos trap: 1) Throw the trap. 2)When the enemy triggers the trap it blows up with a purple flash dealing heavy chaos damage and also applying a chaos damage over time effect. The explosion could also deal a bit of fire damage so people can make use the unique items that convert fire damage to chaos (The Consuming Dark, Infernal Mantle) 3)After that there would be a poison cloud in the radius of the explosion which could apply poison on the enemies standing in it. The longer they stay the more stacks of poison would apply and so on. The chaos trap could make a nice synergy with contagion. A lot of people would be very happy if this would come true. |
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Traps? Meh. At least good news to those who like traps.
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Looking forward to test the changes , but i hope you adjust the base AOE on Ice Trap.
It currently just don`t feel right and i got all the aoe clusters, carcase jack, ice trap AOE and Aoe gem. Still can`t get it to feel right. |
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" This is just opposite of true. With current Saboteur and nodes on tree, you can already make a trapper that has all the Increased Cooldown Recovery it needs, for skills that are traps to begin with. Saboteurs double detonation and Unstable Payload jewels though? GL triggering the traps twice before you despawn them by throwing new ones. 1. With Cluster Trap you throw 4 traps at once. 2. You have a base trap throwing speed of 0.5s. Even if you avoid Increased Trap Throwing Speed on the passive tree, you will still get 16% Increased Trap Throwing Speed from Saboteur itself. This gives a final trap throwing speed of 0.431s. 3. With all trap nodes you can have 11 traps placed at a time, if your base cooldown is 2 seconds and you have 80% Increased Cooldown Recovery Speed for Throwing Traps you will have a CD of 1.11 seconds to get a new charge. Result: Throwing 3 traps takes around 1.2s, then you can throw a fourth that just came off CD before youre out. This makes 16 traps. I think that not even counting the mechanic of trying to detonate traps twice, you will despawn traps unless you use Sunblast or throw them in mobs face using Chain Reaction (not even sure this works though since traps have to land, find mob, detonate). This is just the math though, I'm not talking out of my ass - I played a char meant to be built around Sunblast + Unstable Payload + Chain Reaction this league. I ended up just using 2x Cheap Construction with Sunblast to avoid feeling very miserable about the state of traps. Math and stuff aside, the logic is very simple. The game is a lot faster now than 3 years ago. If you throw traps with a limited amount of them capable of being in play at once. You have to detonate them ASAP to be able to throw new ones or you're wasting time. The solution is either to make activation faster like other skills (which doesnt feel very traplike), reduce trap throwing speed (which would cause people to hate traps even more probably) or allow more to be placed at once. " +1 " Don't really understand what your stance is, but I think I possibly agree? Don't traps from different skills share the trap limit (in some convoluted way if they don't have the same limit) anyway? Gravity is just a prejudice. A part of Earth's jurisdiction. As an apache helicopter, I find that very oppressive. Last edited by Zorajin#7086 on Apr 3, 2018, 9:23:02 AM
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" I can't agree more :) |
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Nah...Traps will STILL be gay!!!
"Look to my coming, at first light, on the fifth day. At dawn, look to the East." Gandalf The White
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that instantly looks overpowered...lets see
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"i think that alone will make all other classes/ascendancies better at trapping than saboteur. if, when loosing the cooldown, a trap will feel like self-casting then it'll defeat the whole purpose of traps existing in the first place. 1)trap mechanics 2)trap mechanics 3)trap mechanics 4)maybe, maybeee trap cooldown Last edited by kreca73#1653 on Apr 3, 2018, 9:25:28 AM
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