Making Trapz viable in PvP?
good luck, pvp is dead on this game, i13 made sure of that.
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good luck, pvp is dead on this game, i13 made sure of that.
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Hmm, I never have trouble finding multiple peeps to fight.. and my normal game hours are from 8p-4a.(While at work)
I think with everyone transferring to freedom, the zone stays semi active. At least from what i've seen.
Squishies haveing a DR defense limit of about 20% total defense means lol /traps.
Well more than that means lol /traps, but it hurts cause /traps is pretty easy to get to above 40% def otherwise.
Even more of a reason traps needs a pvp buff. Since its defense is gimped, why not make triage beacon a pulsating heal instead of regen.. Although this is still gimped, would add some survivability to it possibly. I would play the set if I could use time bomb as a snipe, as described. Stick it on a squishy and then snipe them to finish em off. Would at least keep me entertained since It does nothing else well.
Let's start by increasing the radius of location AOE powers by at least a few hundred percent. Poison trap gets the same treatment.
Make time bomb tp-able (target-able) and allow it to be detonated by friendly fire.
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Definitely could go with these. Not sure of the radius on time bomb, but if it was really big, I could see using an ally to detonate it.
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As Frosticus says, /traps main advantage in pvp is that you (relatively, ty DR) have high def. Take it or leave it...
Timb bomb being teh suck is not really a pvp issue... More of a /traps as a whole issue
My impression is that /traps (now that the poison gas fun has been nerfed) is not really on the devs radar. It is still fine for MMs, and the 12 cors that play it will just have to suck it up.
"Hi, my name is Ail. I make people sick."
A partial selection from my 50's on Freedom: Ail = Ice/Traps, Luck = Street Justice/Super Reflexes Stalker, Mist = Bane, Pixy = Trick Arrow/Archery, Pure = Gravity/Energy, Smoke = Fire/Fire Dominator
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Even more of a reason traps needs a pvp buff. Since its defense is gimped, why not make triage beacon a pulsating heal instead of regen.. Although this is still gimped, would add some survivability to it possibly. I would play the set if I could use time bomb as a snipe, as described. Stick it on a squishy and then snipe them to finish em off. Would at least keep me entertained since It does nothing else well.
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If triage beacon "healed" rather than regen in pvp it would likely be subject to heal decay and gimp itself into the ground.
See corruptor Soothing aura for reference.
Ya timebomb would be pretty sweet if it was actually a sticky bomb with a remote detonator, but having it work as a seriously gimped version of trip mine is obviously WAI
lol unless i'm reading your post wrong, your saying either "Take it or leave it" to 20% defense? Traps is so gimped in pvp, it definitely needs attention.
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Even more of a reason traps needs a pvp buff. Since its defense is gimped, why not make triage beacon a pulsating heal instead of regen.. Although this is still gimped, would add some survivability to it possibly. I would play the set if I could use time bomb as a snipe, as described. Stick it on a squishy and then snipe them to finish em off. Would at least keep me entertained since It does nothing else well.
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If triage beacon "healed" rather than regen in pvp it would likely be subject to heal decay and gimp itself into the ground.
See corruptor Soothing aura for reference.
Ya timebomb would be pretty sweet if it was actually a sticky bomb with a remote detonator, but having it work as a seriously gimped version of trip mine is obviously WAI
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I actually didn't know why it was switched to regen for PvP. Thank you for the explanation. I'm sure theres something they can do with triage beacon though.
I guess I also dont understand how you stated that /traps advantage is their defense, as ali informed me.
Sticky "nuke" would be sick tho :P
Traps for Corruptors, in PvP, could be helped by:
<ul type="square">[*][u]Triage Beacon:[u] Power Changed to [u]Force Field Generator: Medical Kit Upgrade[u]. The power is turned into an "upgrade" to Force Field Generator. Similar to how MM's upgrade pets, the +regen is "attached" to the attributes of FFG. Moved from lvl 4 to lvl 28. Regeration increased to +2.0 to match Soothing Aura (in pvp).
[u]Description:[u] Being a wizard of technical schemes and a carrier of mechanical genius, you've created quite the upgrade for your already powerful Force Field Generator! By attaching this upgrade, you'll enable your creation to not only help deflect in-coming attacks, but also regenerate your very living tissue should you take damage!!!
[u]Type:[u] Click
[u]Range:[u] 30 Ft.
[u]Cast Time:[u] 2.03 sec
[u]Recharge Time:[u] 30 sec
[u]Endurance Cost:[u] 13[*] [u]Seeker Drones:[u] Moved from lvl 28 to lvl 4. Increased Chance to Stun from 25% to 50%. Increased -Dmg Component from 20% to 30% (per drone). Cast Time Reduced from 2.03 seconds to 1.5 seconds.[*] [u]Acid Mortar:[u] Reduced Cast Time from 2.17 seconds to 1.5 seconds. Increased Attack Range from 100 ft. to 150 ft.[*] [u]Time Bomb:[u] Power Changed to [u]Sticky Bomb[u].
[u]Description:[u] You toss a highly exlposive bomb at a foe, due to its extremely sticky adheasive it attaches to your victim for an unfortunate surprise shortly after.
[u]Accuracy:[u] 1
[u]Range:[u] 40 ft
[u]Cast Time:[u] 1.37 sec (same animation as Webgrenade), [u]Recharge Time:[u] 120 sec
[u]Endurance Cost:[u] 18.5
[u]Detonation Delay:[u] 5 seconds
[u]Damage:[u] 120 Fire, 60 Lethal, 60 Lethal (50% chance), +9.5 KB (50% chance)[/list]
I think that if the dev's made the changes I've suggested above, a Traps Corruptor would not only become alot more viable in pvp, but alot more team friendly in pve as well. It'd be a "win/win" situation if you ask me. This would definately be a "start" in the right direction at least.
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Traps for Corruptors, in PvP, could be helped by:
<ul type="square">[*][u]Triage Beacon:[u] Power Changed to [u]Force Field Generator: Medical Kit Upgrade[u]. The power is turned into an "upgrade" to Force Field Generator. Similar to how MM's upgrade pets, the +regen is "attached" to the attributes of FFG. Moved from lvl 4 to lvl 28. Regeration increased to +2.0 to match Soothing Aura (in pvp).
[u]Description:[u] Being a wizard of technical schemes and a carrier of mechanical genius, you've created quite the upgrade for your already powerful Force Field Generator! By attaching this upgrade, you'll enable your creation to not only help deflect in-coming attacks, but also regenerate your very living tissue should you take damage!!!
[u]Type:[u] Click
[u]Range:[u] 30 Ft.
[u]Cast Time:[u] 2.03 sec
[u]Recharge Time:[u] 30 sec
[u]Endurance Cost:[u] 13[*] [u]Seeker Drones:[u] Moved from lvl 28 to lvl 4. Increased Chance to Stun from 25% to 50%. Increased -Dmg Component from 20% to 30% (per drone). Cast Time Reduced from 2.03 seconds to 1.5 seconds.[*] [u]Acid Mortar:[u] Reduced Cast Time from 2.17 seconds to 1.5 seconds. Increased Attack Range from 100 ft. to 150 ft.[*] [u]Time Bomb:[u] Power Changed to [u]Sticky Bomb[u].
[u]Description:[u] You toss a highly exlposive bomb at a foe, due to its extremely sticky adheasive it attaches to your victim for an unfortunate surprise shortly after.
[u]Accuracy:[u] 1
[u]Range:[u] 40 ft
[u]Cast Time:[u] 1.37 sec (same animation as Webgrenade), [u]Recharge Time:[u] 120 sec
[u]Endurance Cost:[u] 18.5
[u]Detonation Delay:[u] 5 seconds
[u]Damage:[u] 120 Fire, 60 Lethal, 60 Lethal (50% chance), +9.5 KB (50% chance)[/list]
I think that if the dev's made the changes I've suggested above, a Traps Corruptor would not only become alot more viable in pvp, but alot more team friendly in pve as well. It'd be a "win/win" situation if you ask me. This would definately be a "start" in the right direction at least.
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Very nicely put together :P Would be awesome for these changes.
Did you keep the actual damage from time bomb for the "Sticky bomb"? I would actually increase the recharge a little bit and up the damage some more. You should send that to Castle in a message.
This would definitely be a start in the right direction. Even if it wasn't top notch in pvp, I think the set would be enjoyable to play. The medical kit upgrade to FFG makes a lot of sense too. I dont see anyone complaining about these changes for PVE either.
Kind of need something to help us with the mines and poison trap. They are pretty much a waste so far :/
The damage for "Sticky Bomb" is actually basically the same damage as "Trip Mine" only I've made it deal mostly "fire damage" versus "lethal." Not a huge diff in pvp thanks to dmg types being almost similar, but it'll help in pve somewhat. I also increased it's base damage by about 15 pts just to make it slightly stronger than Trip Mine due to it's recharge time, however not too much stronger since it is a "placeable/targetable" explosion (unlike TM). Further, I increased it's KB Mag in order to give it a better chance to actually KB someone in pvp, which could be useful/helpful.
But yea, if people like these ideas/changes, I'd be more than happy to forward them to Castle guys.
Oh okay, I thought you took the numbers From Time Bomb.
I'm down for sending it to Castle, I'm sure other /trap players would appreciate it :P
yes please.
I wouldn't mind seeing FF gen fly a lot faster too. Sometimes it just zips along, but other times it's like it is stuck using hover
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yes please.
I wouldn't mind seeing FF gen fly a lot faster too. Sometimes it just zips along, but other times it's like it is stuck using hover
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Yea, I know what you mean, it sounds like the core problem with that is A.I. issues, however, given how wonky A.I. is in this game, I'm not certain they'll ever be able to fix that problem, but yea it needs fixed
Hahaha.
No sense even imagining them changing/adjusting powers for PvP reasons. It's rare enough even with PvE reasons.
I'm 150% for them going through and making a pass over all the powersets, adjusting them so their powers are viable in PvP. Even things such as, lol, Warshade's powers, Stygian Circle for example, need to be tweaked. There are so many powers that need tweaking to even be viable in this games PvP though would be a lot of change.
I've threw out the time bomb to sticky bomb suggestion a couple times before, and like in those post you'll get a few who will scream bloody murder if you change time bomb even.
Their recent sweeping PvP changes were way to broad to help specific powersets. Free resist and DR caps being based on AT is horribly imbalanced. Defense based squishy sets should have higher defense caps than sets whom focus on heals or resist.
An easy AT to use as an example is the imbalance between Warshades and Peacebringers. Peacebringers can make use of a +max health power and 2 self-heals, with no heal decay, within their set to back up them having low base health, 1070, and low free PvP resist, 15%.
A Warshade though lacks a +Max health power, only has 2 target based, melee drain heals, with heal decay, and the same low base health and free PvP resist. While a Blaster has a higher base health, 1204, and a much higher free PvP resist, 40%. They can also pick up a resist shield in their mastery that'll grant a large resistance to all to easily cap their squishy resist. Not to mention they also have the option of picking up a +heal/max health power, hoarfrost, and hibernate... While a Warshade will have to stack 3 shields with their measly free resist to get probably less resistance than a blaster? Not to mention less damage, and morphing if they use the forms dropping and having to retoggle those shields if they want.
So much needs balancing...
Sticky bomb sounds like a great idea. It very similar to Snaggle Tooth's attack when he chucks a guy at you with a bomb strapped to his back (meanwhile the guy beats you in the head until he blows up. That's an old school sticky bomb).
I think changing the FFG to a device that is worn as opposed to a floating device would also help. Currently the FFG is a giant "Hey! Come and kill me!" beacon. Not only does it follow wayyyy toooo slowwww but also alerts everyone as to your position. It defeats the purpose of taking stealth or a stealth io. If they want to make something float and follow, make it acid mortar. Also give acid mortar basic controls like passive & aggressive.
There are so many changes that could be done. Wasn't there an old thread about proposed changes?
But as the saying goes...You can wish in one hand, crap in the other, and see which hand gets filled first.
Ya know /Traps was changed recently... It was a change that definately made it viable, effective, and it was probably the most fun I've had with a PvP toon in a long time.
Alas via PM confirmation from Castle it seems it was a bug. (Removed in the latest patch...figured I was the only /Traps Corr out there actually PvPing so I didn't bother posting abut it) Basically, Trip mine, Posion trap, Time Bomb, and Acid Trap were all set to follow the catser.... a "follow-aggressive" stance. (Acid would detach from base and fly...and posion traps flew as well) I could lay 4-5 trip and posion mines and set out to a rooftop 300 yrds away to ambush a squishy troller or blaster... or take the time to lay 15 mines and 6 posion traps and become a walking PBAoE nightmare for any AT foolish enough to spend more than 2 seconds in melee. I spent over a week playing around and testing the change... Setting up mines and having them follow me across the zone. It made ambushes ten times more effective although the time consumption of having to lay several and baby-sit them as the follow slowy behind was somewhat annoying when facing multiple opponents.
I think the unfairness of it all was that once the mines left their "home" spot where they would remain visable, they were completly not visable. Unless you noticed the fall damage or water trails they made, no opponemt could be made aware of their location or existance... like I said for a PvP AT that revolves around ambush tactics... this was gold.
I was told only that a moving trip mine was definately a bug... so perhaps with the Traps set headed to the Blueside it will get a few AI buffs as well. I'm just guessing the supossed bug I found was a clue to what the devs may be planning... I mean how does acip trap just start detaching itself and moving/flying with you without someone actually making it possible?
My Rad/Traps Corr teams often in RV so perhaps I've come to find it easier to do well with the set. They know my style of play and usually are more than willing to accept an ambush/pull tactic rather than the SS/SJ split up spike all day tactic. I see no power changes needed... keep them as is, but the AI changes I saw would be more than welcome back.
Edit: The changes I experienced were only in PvP zones.. which is why I think the devs may already be looking to buff the set's PvP viability. Here's hoping!
"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.
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I've been playing my /traps corruptor in RV lately.
Besides hiding in side part of the train and tping the Fiteclubbers for some lulz, I haven't had much luck.
Tp foe on top of your traps doesn't really work. People run off so fast that even if you try to webnade afterwards, its a waste.
Out of all my tries to tp people, I may have gotten one out of 10.
Time bomb is a complete joke in PvP and pve...
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Others will do a much better job of suggestting changes. I will try lend 2 cents from my experience on how to work with what you got.
- It's trickier, but web genade... then find a way to tp into traps... and make sure caltrops are placed on top of the mines when tping or else stealth/invis will NOT affect your mines.
Web nade is one of your most tactical powers.... find a way to lure your opponent into areas where losing the ability to jump cripples their offensive. RV is perfect for this. You know those wading pools near the tram... near AP square or villian base? Even better if you've already laid traps in them. Even LoS becomes an effectie "pull into traps" once you've webnaded a foe. Falling off rooftops with a minefield placed below, fitghting on rooftops with transformers on them... tight corners... that nook under the building near Hero base (across from pond) or that slit between buildings where that badge is near the train.
Most of my victories in pvp as Rad/Traps has come from tricking even the most skilllful into getting pulled into traps by using the enviroment to force them into a certain path. As I said, an accurate web grenade helps a lot... or some vesion of it. IMO it takes some sort of this approach to PvPing with /Traps before one can settle on just the tp foe into traps method which, has been pretty mush made useless on it's own. I use TP foe most often to get a starting point. Hover... snipe... TP directly below me... webnade and fall with them to traps below. Sometimes my stun is used and the orders are swapped, but you get the idea. I try to use light ST attacks after tping a foe to give my opponent the feeling of chasing, as opposed to a feeling of "about to be tPGanKedwth?"
Stealth of course has been a must. Phase Shift, since it's recent change is a must as well in some form... but as an offense, not a defense. Because traps aren't powers but pets they can be cast while phased. Phasing at start of a fight and casting seekers, posion, etc and yes Trip Mine can be a great benefit for team vs team battles. Also because it can "trick" our opponent into phasing with you... It has it's uses when dealing with traps, trust me.
I took a hover/TP combo for more percise landings, and for a ghetto placate. Hover to me is a no brainer anytime you have the ability to -fly and -jump your opponents.
I had every power from traps in my build and used each often in RV/SC. I respecced out of Timb Bomb recently because of what I thought was a new change to the set (mentioned in previous post) and picked recall friend so I could use the slots elsewhere.
PUGs in zone PvP can be difficult to deal with at times, for I'm not nealy as effective if not given time to set up. However it takes only a few time for teammates to get the idea if I do my part right. Stalkers start to see that my seekers help them out with a little problem they have with the perception cap. Buffers start to find a sense of laughter and saftey when they're near my buffs and traps. Doms and Brutes are often the first to start assisting with the pulling or locking down part. As with many sets, as few binds or good comunication goes a long way in teaming.
It can be rough at times, and I'm not against specific buffs to make /Traps do better in PvP, but I can also say that the first time I really and truly tricked a couple of heroes into stepping into an alley full of traps and bombs... I learned in just a few seconds everything I had been doing wrong.
"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.
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Ya know /Traps was changed recently... It was a change that definately made it viable, effective, and it was probably the most fun I've had with a PvP toon in a long time.
Alas via PM confirmation from Castle it seems it was a bug. (Removed in the latest patch...figured I was the only /Traps Corr out there actually PvPing so I didn't bother posting abut it) Basically, Trip mine, Posion trap, Time Bomb, and Acid Trap were all set to follow the catser.... a "follow-aggressive" stance. (Acid would detach from base and fly...and posion traps flew as well) I could lay 4-5 trip and posion mines and set out to a rooftop 300 yrds away to ambush a squishy troller or blaster... or take the time to lay 15 mines and 6 posion traps and become a walking PBAoE nightmare for any AT foolish enough to spend more than 2 seconds in melee. I spent over a week playing around and testing the change... Setting up mines and having them follow me across the zone. It made ambushes ten times more effective although the time consumption of having to lay several and baby-sit them as the follow slowy behind was somewhat annoying when facing multiple opponents.
I think the unfairness of it all was that once the mines left their "home" spot where they would remain visable, they were completly not visable. Unless you noticed the fall damage or water trails they made, no opponemt could be made aware of their location or existance... like I said for a PvP AT that revolves around ambush tactics... this was gold.
I was told only that a moving trip mine was definately a bug... so perhaps with the Traps set headed to the Blueside it will get a few AI buffs as well. I'm just guessing the supossed bug I found was a clue to what the devs may be planning... I mean how does acip trap just start detaching itself and moving/flying with you without someone actually making it possible?
My Rad/Traps Corr teams often in RV so perhaps I've come to find it easier to do well with the set. They know my style of play and usually are more than willing to accept an ambush/pull tactic rather than the SS/SJ split up spike all day tactic. I see no power changes needed... keep them as is, but the AI changes I saw would be more than welcome back.
Edit: The changes I experienced were only in PvP zones.. which is why I think the devs may already be looking to buff the set's PvP viability. Here's hoping!
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Woah, I thought it was just me, but I noticed acid mortar was following me around. When I was setting up on the side of the train, I would go aroudn to get a target, and the Acid mortar would be right next to me. I thought it was just a visual glitch. For some reason though, I would notice random explosions go off on people that were near me with orange numbers above their head. I guess I was taking part in this little bug without even knowing. Nonetheless, it was very sweet the few times I saw it happen, even if I just took it as a visual bug.
As for the tactics you mentioned, If the radius of the bombs and such were increased, then it would be quite a bit more useful to try to get enemies to run over them.
IF someone with superspeed on just runs over my mines and doesn't stop on one, It will pretty much foil the entire plan I had.
Webnading then tping them onto caltrops and traps is tough to pull off.. I've tried it, but you gotta have a lot of time, and get quite lucky imho.
Yeah those explosions were the bombs "walking" behind you. Good times. I think it would be too much of a change for PvE, but if they simply made the moving mines visible and PvP only it would free up a /Trapster to be less dependant on a small patch of area where their mines have been placed. Freeing a /Trapster to move from one spot to another as other ATs do, without negating the efforts of the last 2 minutes... anyways... I'll always remember.
Again, I'm sure many changes can be made to make the set better. For the time being though, I've found some ways to deal with it. I plan ahead... heh I basically hunt. I play victim if need be... (I've lol'ed so many times from pretending to be "/afk" while standing in mines and seeing a folks drop in and blow up) I do whatever it takes to get my opponents all bloodthirsty and rep hungry... then I have them chase me to their death!
Web nading most will cause one of two things.... either your opponent feels vunerable without fly/sj and heads for the hills as fast as possible, or they fall to the ground and quickly rush whoever web'ed them. Once I determine what type of player I'm up against, (not AT) I decide what trapppping method is ideal... the runner will get TP'ed after I ground him/her... but only to an area they can't esacpe easily. Those that aggro on me when I ground them will be made to isolate themselves and be forced to take specific path to get to me. My mines will be along such path. One last note: web nade's -mobility effects lasts for a solid 15 seconds from just one application... this is usually more than enough time to position my self for a tp foe if needed.
"Situational power? Sure. Although in a sense... all powers are situational. It's just that some situations occur more than others." Understand the situation needed in order for the power to be most effective... and make that situation happen.
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lol unless i'm reading your post wrong, your saying either "Take it or leave it" to 20% defense? Traps is so gimped in pvp, it definitely needs attention.
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Actually, I bet Trap was overpowering that they had to nerf Poison Trap's puking effect!!!
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I thought my Ice/Trap was ok back in Issue 12. I basically just Team Teleport in RV or Warburg. I could own some dominators and trollers. Team Tp allows me to port FFG with me so I don't lose mez protection easily.
My absolute nightmare is Blaster of course and Ice Tanker. I literally can't do anything to Ice/EM Tanker. Yeah, he may step on the traps but so what? My damage was beyond pathetic on ice tanker. I think I was doing like 20-30 damage and he has Hybernate and Phase Shift I think.
What's left is to normalize all Assassin Strikes and improve Stalker's old sets (Claw, MA and EM)! You don't need to bring back the missing PbAoE attack. You just need to make the existing ones better! For example, make Slice a WIDER and LONGER cone.
I've been playing my /traps corruptor in RV lately.
Besides hiding in side part of the train and tping the Fiteclubbers for some lulz, I haven't had much luck.
Tp foe on top of your traps doesn't really work. People run off so fast that even if you try to webnade afterwards, its a waste.
Out of all my tries to tp people, I may have gotten one out of 10.
Time bomb is a complete joke in PvP and pve...
I'm sure i'm repeating what others have said.. but was wondering if anyone had an Idea how to rework some of traps to make it viable in pvp, and even better for pve?
Only thing I can think of is a change to time bomb. A power where you do a "snipe" type animation, and lock a bomb on them, and detonates within liek 10 seconds, or even you can toggle it off to explode when you want.
I know they wouldn't completely change the time bomb power, but if they made the tier 9 a [wormhole] type power, where you could actually put them on top of traps w/o the short intangible period.
Change it to Teleporter, or something.. Some kind of gadget to fit in the set.