So...they gonna work on /Traps?


Ahmon

 

Posted

It is balanced that Mastermind, Corruptor and Defender will have the same debuff/buff values! Yes, I've said it!

Suck it up Defenders!


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.

 

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Hmm as another player mentioned further up, turning off collision and making it follow a lot closer would be a good alternative to my original suggestion.


 

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I think it should fire rockets too. I mean, that thing can hold at least one rocket, right?


 

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Heres a Novle idea for FFG how about it works diffrently for diffrent AT's! Thats right how about for MM's FFG works like it dose now. Where as for Coruptors, Defenders, and, Controlers they all can have a FFG Belt that has there FF Genrator in it so it will work like a toggle. However for MM's I say we keep it as it is I have used it extensively and it has NEVER gotten hung up on anything EVER it keeps up with me, to well in fact. More often than not when stealthing a mission or running away from a team wipe it brings the mobs to me!

Poison Trap is ok as it is now in regards to its hold but it would be nice if it was place able like Omega Maneuver or throw able like Web Grenade. Speaking of which I like the idea for a +1 mag prock for Web Grenade.

I would like to see a Gun Drone like power replace the MM Detonator with pet upgrades now affecting all our pets at once and with there high end cost sacrificing a minion just for it is IMO not worth the end cost of resummoning the pet and reequipping them it takes to long, and it is difficult to properly use.

On the matter of the Triage Beacon I think making a moving version of it will look funky I admit it would make it more useful on a team environment where your moving around a lot. However on my L50 its up every other spawn any way I would rather see it stay a place able and have it's duration shortened along with it's recharge time, possibly with a small boost to its +regen rate.

Or we could get really funky and make it like a reverse Acid Mortar have it shoot syringes at random teammates or your own pets with a moderate Heal Over Time (HOT) and minor damage resit buff. And like the AM give it 10 charges before it disappears.


Captain Den'Rath 53* Merk/Traps MM, Rivona 50Energy Blast/Time Cor,Victoria Von Heilwig 53* Dual Pistols/Traps Cor, Crab Spider Webguard 53* SOA, Accela 53* Bot/FF MM,Valkyrie's Executor 53* Broadsword/Shield Def Scrap. On FREEDOM! @Knight Of Bronze
"Hypocrisy, the human inherent." "Let not this work be wasted, apply yourself always."

 

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Here's my thoughts, from the POV of a Fire/Trap corr:

Webnade: Pretty poor compared to other sets T1s. Either increase the Mag (so I can immob bosses in one hit), or increase the effect of the debuff.
Caltrops: The do their job - making enemies run around randomly instead of attacking you
Triage: Either make it shorted duration/recharge (same ratio) - so it can be up every fight - or make it mobile, and up the regen a bit.
Acid Mortar: Get rid of the damned scatter effect, maybe increase the radius. Seriously, get rid of the scatter. Oh, and while you're at it, get rid of the scatter.
FFG: HANDS OFF!!!
Poison Trap: No change really needed, though a small improvement, say a lower recharge, would be nice. I miss my procbomb.
Seekers: Pretty good as is. Would've been nice to get them earlier.
Trip Mine: Shorter cast/interrupt time. They're only really useful if you're setting them up pre-battle. This sounds wonderful in theory, but in practice, you don't get the chance. Groups don't wait for you to set up a load of mines, and you generally fight where the mobs are, not where you set up.
Time Bomb: Where to start? Well, as is, it's useless. So doing anything with it would be good. Saw a suggestion to make it like the Omega Maneuver, which sounds good.


Overall, I can't help feel that traps is just a little lacking. I do enjoy the character, but IMO it's short on relaible ways to keep your teammates alive. FFG obviously and...well, thats it. Seekers are a good debuff, but their radius is too small. Triage isn't up for every battle, and it's effect, while nice, isn't special enough to be forced to have this drawback. Poison Trap is unrelaible at holding people - IMO, the biggest loss from the old version wasn't the proc damage, but the almost guaranteed, long duration hold on everything nearby (it was unquestionably overpowered, but it made up for shortfalls elsewhere in the set). Caltrops provide some mitigation, but due to the panic effect, it's more of an "oh crap", than a relaible mitiagtion source.

Making Triage either mobile or up every fight and a bit more powerful would go a good way to solving this IMO. That'd give you a nice solid base of DEF and REGEN to keep people alive, with various extras on top of it.


 

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Quote:
Originally Posted by Chill_Out View Post
Time Bomb needs to become Gun Drone.
No, what they need to do is make Time Bomb into a power that's easily usable in a group setting and then port that change over to /devices.

...

Not that I um ... have any /devices blasters or anything, certainly not a 50 ....


MA Arcs: Yarmouth 1509 and 58812

 

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Quote:
Originally Posted by Oliin View Post
No, what they need to do is make Time Bomb into a power that's easily usable in a group setting and then port that change over to /devices.

...

Not that I um ... have any /devices blasters or anything, certainly not a 50 ....
If only there was some other power in the game with a similar result, but much more team friendly.


Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.

 

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Speaking only from an MM point of view:
Web nade - standard immobilise, if a little hefty end cost, I'm fine with it as is.

Caltrops - fine as is

Triage beacon - I think it should be mobile and follow the user (preferably with a stay in spot command but not too fussed)

Acid Mortar - there's no scatter that I've noticed, at all, are you sure it's acid mortar that's doing it? (To PhroX)

FFG - make it follow me closer otherwise it's all good

Poison trap - great power, possibly shorter recharge

Seekers - good power, leave as is

Detonator - skippable but it's a fun power, don't really care what happens to it


I'm happy with the set as is, don't change anything, my bots/traps is one of my favourite toons.


 

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Quote:
Originally Posted by Sibby_EU View Post
Acid Mortar - there's no scatter that I've noticed, at all, are you sure it's acid mortar that's doing it? (To PhroX)
Definately. Makes the mobs scatter and run around like headless chickens. Darn annoying.


 

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The only changes I would like to see to Traps are:

Triage Beacon - make it mobile

PGT - increase base Accuracy

Tripe Mine - allow interrupt reduction enhancements

Time Bomb - make it work like Omega Maneuver


= Repeat Offenders =
"Just a rag tag band of gamers who like to have fun" - Altoholic Monkey

 

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Quote:
Originally Posted by El_Dudereeno View Post
The only changes I would like to see to Traps are:

Triage Beacon - make it mobile

PGT - increase base Accuracy

Tripe Mine - allow interrupt reduction enhancements

Time Bomb - make it work like Omega Maneuver
what is all the Triage Becon Make it mobile crap? It's a tech version of the Spirit Tree.

Keep it imobile, reduce the recharge, maybe up the heal some, and be done with it.


AE # 67087: Journey through the Looking Glass - Save the World
LLX VirtueVerse! - Check out my crazy Toons
This is the size of group that we have balanced AVs for, 6.
-Positron 06/07/06 07:27 PM

 

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I forgot about the scatter on Acid Mortar. That's GOT TO GO!


 

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I've never noticed it, maybe because I don't tend to use it for anything less than an EB/AV since everything dies after my first salvo.


 

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Quote:
Originally Posted by Sibby_EU View Post
I've never noticed it, maybe because I don't tend to use it for anything less than an EB/AV since everything dies after my first salvo.
It scatters EBs (can't remember about AVs) too. Not that noticable in groups, but solo it's horrible. I've memories of chasing Longbow EBs through half a base cos of that damned power....


 

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Mu fences and web nade tend to let me immobilise any EB/AV even those MA ones with mez prot.


 

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I think that power customization is great and it can affect Traps for all ATs concerned. The much discussed Tier 9 especially. Time Bomb or Gun Drone, the choice could be there.

I have every confidence in the set either way.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Tbh a powerset labled 'Traps' on a heroic character is a little ill fitting but what the heck its a bullet point on a press release!

Anyway here's my thoughts on Traps from having played it significantly on both a Corr and MM.

1) Web Nade - technically fine as is however it is irksome that my tier one can be used by near anyone via temp power methods. If I were to change it, I'd make the thing work on Longbow Eagles - oh wait thats a bug Nah its, ok next.

2) Caltrops - fine as is.

3) Triage Beacon - least the insane graphical lag got fixed from its initial release. I'd keep it an immobile object but cut the recharge so its possible to plant 2 (3 with insane recharge bonuses) beacons (perhaps requiring change of graphic to something resembling a short pole) but with slightly lower regen values. We already have to deal with AFK Empaths with their heal aura on auto, lets not make it a ropey power

4) Acid Mortar - I miss being able to TP it about. Other wise the wierd fear effect needs to go but otherwise all is well.

5) FFG - Fine as is, after all its abilty to be deployed for alpha taking is handy.

6) Poison Trap - Could be left alone but a very minor buff would be welcomed in regards to the hold value.

7) Seekers - Kinda ok as is but I'd quite like it being auto hit in PvE.

8) Trip Mines - Agree on the interupt reductions being allowed - you are meant to be a dab hand at doing this, the slightest nudge shouldn't stop you. They also need to work 100% of the time.

9) Time Bomb - Ummmm. Its not quite as bad as Black Hole or Poison's 'Poison Trap' but its still a rotten power. Least the MM one is fittingly evil. Not sure Gun Turret is the answer as Mercs Commando may get it someday added (yeah right lol). I'm thinking perhaps make use of the Merc summon animation with some sort of mini airstrike (couple it with the Neutron Bomb explosion graphic) ? Keep the same recharge and adjust damage as needed and that way the VEAT nuke stays a bit more unique.


 

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You know, if the dev actually improves /Trap because Defender is getting it, then I am gonna be "offended"!!

Corruptors had been asking for endurance adjustment for like 3.5 years (that isn't a buff to begin with) and Corrs have been complaining about Time Bomb and how Mastermind can utilize /trap better since they can attack while setting traps.


If the dev improves /Trap just because a "Hero" class is going to get it, then there is definitely favoritism!


Suck on it, Defenders. You are going to debuff/buff the same values as MM and Corruptor. The dev even nerfs /Trap so /Trap MUST BE performing way better than most think.


Yes, I am bitter... and I am serious. I will get a bit offended if the dev end up buffing /Trap just because Defender is getting it! It's like Corruptor fans don't even matter...


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.

 

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Agree on Jibikao's point

(Not that the set is 100% ideal as is tho for any AT)


 

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Quote:
Originally Posted by MajikMan View Post
Agree on Jibikao's point

(Not that the set is 100% ideal as is tho for any AT)
I just know there have been many many threads about buffing /Traps in corruptor forum for the past years. They don't matter so why should we care if Defender is getting it?


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.

 

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I would be happy if they fix the end values for /traps corruptor powers. Hopefully when it is ported over defender side such an issue will come to light.


 

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Quote:
Originally Posted by Gemini_2099 View Post
I would be happy if they fix the end values for /traps corruptor powers. Hopefully when it is ported over defender side such an issue will come to light.
They were fixed in Issue 12.


Trickshooter's Characters | @Trickshooter @Brightside

 

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Quote:
Originally Posted by Trickshooter View Post
They were fixed in Issue 12.
The changes were too conservative IMVHO.