Poison Trap
It's bugged
Ah, thanks - that'd explain it.
Is this a confirmed bug or assumed bug?
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
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A seemingly autohit patch with a crapload of effecting 'attacks' you almost can't go near without it tearing right through your mez protection, holding you in the blink of an eye.
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My current alt in Siren's Call is a Mercs/Traps Mastermind, and for the past few weeks I've been teaming a lot with a VG mate who also is a Mercs/Traps Mastermind, and in our experience a crapload of Poison Traps grouped close together have at best an adequate chance of stopping a Scrapper if he can be sufficiently slowed by using Caltrops to spend some time inside the nice, green cloud.
But most Scrappers just breeze right through the Poison Gas like it wasn't there.
Or just stopping by briefly to Crit-hit us with their Broadsword for up to 120% of our hit points before moving on to the next villain.
Hardly seems fair or balanced ...
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@Bananas
@Nanas (on Defiant)
Without the Poison Trap, Scrappers would have killed me 100% of the time instead of 80% of the time, in SC. And my only chance of getting reputation from Scrappers, would be to steal the kill from someone else. That's fair... ;-)
Without the Poison Trap, there is no way to get enough damage through Scrapper defenses. Not with Mercenaries at least.
The Scrapper need only be near the MM once or in some cases twice, to get his rep. The MM must avoid him like crazy, or be cut down in seconds.
In Warburg it will not even start to work, before I am dead. I have survived one Scrapper attack in Warburg, using the Poison Trap, Trip Mines, and 16 Health Inspirations. And I had help!
I am sure Scrappers would like to kill MM's without any danger or second thought. And I am sure they will nerf my only chance getting back at them. But just don't give me any speech about fairness. I have seen enough of that.
It's called "Kill the MM in 3 seconds". That's YOUR kind of fairness, The_Private. ;-)
Thats why i asked if it was a confirmed bug, I dont see it as overpowering, after all you have to set it off to suffer its effects. I see it as a very fair power in the traps set
**Acceptable "support" responses**
Its your fault
Its your computers fault
Its your ISPs fault
I wish I could defeat a MM in three seconds with my Scrapper .
I understand there is some sort of bug with the Poison trap, but as far as I knew this was with the debuff it applies?
The trap applying a hold & negating your Mez' protection not fair? I don't agree. For all the trouble of setting it up & achieving a succesful activation off it, I think it's pretty fair as it is imo, & I've seen it in action from both ends.
In all honesty nearly everything just breezes straight through the poison trap without the damn thing going off, & it has a very small radius of activation anyway.
If you do set if off, then yes, you should be rendered helpless. The 99% of heroes that I've seen either tp'd into it, or stumbled onto it simply supersped or jumped away before it afforded any worthwhile affect at all, and caltrops didn't really afford much help.
It might be different for Corruptors who can take more advantage of the Posion Trap & deal out more in the way of damage, but the traps set is generally ridiculously weak for Masterminds in PvP & has no worthwhile defensive capabilities to mention at all. I spent a considerable amount of time in Warburg with a couple of helpful scrappers & a helpful Tank testing the entiriety of the Mastermind traps set against them.
A lot of the time, the Posion Trap wasn't accurate in activating at all, & when it did go off, only rendered them particulary helpless on a very few occasions, for a very few seconds at anytime.
Traps Masterminds might come to shine in base raids, defending, but in the open zones they are extremely weak. I am surprised it would take you any longer than 3 seconds to drop a Mastermind.
Mine gets dropped in about 2 hits, & my Scrapper can push them over with his little finger.
Hopefully Bodyguard will help them out a bit.
Things in SC might be a bit extreme, with all the specialised characters running around. At artificial levels, and optimised PvP builds.
My level 40 MM had some limited success there, but that was last stop.
After SC the Traps Set is all but useless in a dynamic battlefield, as indicated. In Warburg it is best to run when the Scrapper arrives. If you see him, that is. :-)
What's up with this power?
A seemingly autohit patch with a crapload of effecting 'attacks' you almost can't go near without it tearing right through your mez protection, holding you in the blink of an eye.
Hardly seems fair or balanced?