New Trap Skill in 0.11.6

"
lord_joshi wrote:
Is this the trap without support gems or does it have GMP in the screenshot?

there's no linked icons on the skill bind.
I love the focus on traps at the moment. Maybe at some point we could get some more trap nodes in the tree (perhaps even a notable node)?
"
Ward wrote:
the icon deserves an update,looks way too basic and not lightning like..more like circle with minimal graphic effects,same with the skill itself:

Spheres should be less visible and lightnings should be more so it would look more like ball lightning not like that psycho high voltage spheres


You don't even know the skill and you give advice to change everything, how funny is that
GGG fanboy
yay more skills!
Looks great! I thought it might be a Lightning-based one. But will we ever get something similar that does Cold damage? Freeze Mine is okay but it doesn't deal damage. Maybe you could rework that skill or make another one? Something like the effect of Ice Shot could work.

Ice Sharpnel: Throws a trap that explodes when triggered, leaving a patch of ground ice that damages enemies who walk through it.

It works similarly to Fire Trap with the Ice Shot effect.
Hope there will be a new ability for witches in this patch tho :)
Last edited by Acamapitchli#1929 on Sep 11, 2013, 9:13:03 AM
It looks like "Lightning Sentry" but more like a Nova version because it seems that the lightning is not aiming anything, the point is, it works like a PoE trap "Step & Die" or like the trap from Diablo 2? "Proximity & Cast", it would be great to support that like a totem to imbue the hability to use Detonate Dead so it become a "Death Sentry" =P

Regards!
Indestructible, determination that is incorruptible
From the other side, a terror to behold
Annihilation will be unavoidable, every broken enemy will know
That their opponent had to be invincible, take a last look around while you're alive
I'm an indestructible master of war
This looks awesome! Time to make a trapazon.

WTB: Alternate skill animation for Lightning Ball Trap (idk the actual name of new trap)

Replaces the standard blue ball effect with dark matter that creates a swirling black hole with each ball that sucks in light. Clouds of black energy swirl around the center of the trap.

The black energy cloud in the center can be similar to the swirling black mist of Vaal.

Thanks GGG!
stop over moderating that makes the official forums useless
"
sidtherat wrote:
while i absolutely like an addition to traps (hopefully after you fix traps, you will start tweaking totems as some of them *cough spork cough* are broken and some are very underwhelming) i'm sad to see that this is yet another elemental based skill that further and further positions phys melee on the dumpster of playstyles.

im sure that sporkers will like lightning-based trap - not that they'll have to tweak any skills or whatever - now instead of firetrap gimped by lack of passives theyll be able to use fully buffed trap to augment their easy mode characters.

why cant it be chaos-based skill?


I play self found and I can say one thing with certainty, dual totem with any skill, including spark, is not overpowered. It's the end-game uniques/perfect-roll-rares that I'll will never find on my own that make dual totem _anything_ overpowered, any build overpowered for that matter.

People need to quit complaining about the skills, because it's not the skills, it's the end-game items. You know, the equipment for which people are paying 30-60 exalts. I'm tired of the passive nodes and skills being nerfed due to items I'll never have. It's only the rich and/or no-life (they called themselves that) streamers with perfect equipment setups that are face rolling content. Me, I have yet to get past Barracks, Act 3 Merciless. My level 70 characters don't have the equipment to handle level 66 content, and this is including my dual totem spark Witch. Having said that, yes, she could move forward... if I threw a totem and skeletons at the edge of the screen, repeating the the process as inch may forward so as only to agro small groups of enemies I can handle, but that would be extremely slow, aggravating, and boring as hell. So, I'm stuck farming Docks, switching between my bow ranger, melee duelist, and my dual totem spark witch to alleviate boredom, hopping to one day hit the lottery so that I progress forward at a decent, fun, pace... preferably with my melee character.

Finally, for the people that have the time and/or trading skills to put together a perfect equipment setup, why shouldn't they be able to face roll the content? They put in the time and effort to obtain the equipment and these people are a very small percentage of the playerbase. We only know about them because they like to brag via streaming, and I for one could care less. I just want to be able to play and have fun myself, and again, am tired of the passive nodes and skills being looked to as the cause of the overpowered problems. All these nerfs do is make the game more difficult, less fun for us mortals. If GGG really wants to address overpowered characters, they need to look at and address the real source of the problem... the end-game items. People with too much life or energy shield, it's not the nodes, it's the ridiculous amounts of base life and energy shield provided by the end-game uniques and perect-roll rares. For example, Kaoms Heart +1000 life. iLvl 68+ gear with both +100 energy shield and +100% energy shield affixes. Acquire several of these rare, and yes, you will be overpowered. But it's the items not the passive nodes.
Can't wait! Hopefully these will fill in the gaps between the early traps and the trap support. My current trapper can be fun from time to time, but more variety would be welcome.

Report Forum Post

Report Account:

Report Type

Additional Info