Traps revamped "Traps & Gadgets"
Sooooo what actualy have changed?
50)Sinergy X/(50)Mika.
(50)MaceX/(50)Encore
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Hey there fellow Masterminds and Readers!
Heres a few ideas on how Traps could be changed....
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1: Projectile Net (Used to be Web Grenade)
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The main benefits of Web Grenade over the patron immobilise webnades are the stacking ability (can perma-immob an AV) and the prevention of -knockback.
I don't see knockback prevention mentioned in your power revisements, Robotic Masterminds would still be knocking eveything out of their Burn Patches even with Caltrops- "Slick Casing".
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2: Slick Casing
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Lighting on fire would imply it acts like Oil Slick, which causes a heap of AI problems with henchmen. Otherwise looks like Caltrops but without the damage-over-time, which renders it basically useless in PvP. Knockdown would clash with knockback prevention from the level one (now AoE) Webnades.
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3: Triage Beacon
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"This Power was never really being used and even when it was unlocked it didn't really come in use or fulfill what the decription entails which is why its been improved"
It's already an excellent power for a Mercs/Thugs/Robotic primary MM since your henchmen tend to stay in one spot. I find it very useful in EB fights or when you have many incoming enemies. I wouldn't be opposed to buffing the +regen slightly though!
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4: Acid Mortar
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5: Force Field Generator
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Both excellent already, as you've stated.
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6: Gas Trap
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"This has similar problems to Triage Beacen. It just does not accomplish what the Description implies which is false imformation and that wont work at all with a Online game as good as this one."
Poison trap??!? It's the single best power in the traps set (OK, maybe a very close second best after the FFG). It can nullify a mob of 16 enemies, it can nullify a single AV. It doesn't pull aggro to you. It rocks in PvE and PvP. The effects of the Gas can be made perma, the choking animation can't be resisted and the gas itself can't be destroyed. What's not to love? OK, maybe a slightly increased detonation activation range would be nice... but the power is brilliant as it is.
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7: Seeker Drones
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"This is a good Gadget that does not to be changed much except for the ridiculous Recharge time."
I find them completely pants in PvE, and overkill in PvP. The -damage effect can't be made perma and the radius of the effect (inflicted when they detonate) is too small. They also suffer from the same dumb-as-toast AI of Peacebringer "Photon Seekers". The combined -40% damage can be useful against a single tough opponent for short-term in PvE, but it's virtually unnoticable against many mobs. In PvP they'll almost never hit your intended target, and when they do due to enhancements they work at about half effectiveness (less if your target is +damage buffed). The only thing I'd ever really use them for is Disorienting squishies in PvP (TP Foe into traps, Detoggled by the Drones, damaged by the henchmen and tripmines whilst they're rooted and debuffed with Poison Trap/Mortar/Captrops/Webnades).
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8: Trip Mine
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I find it fine as-is. Can be used for setting as a pre-emptive trap, or toe-bombing foes while your henchmen take the aggro.
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9: Detonator
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Although it's more useful than the Devices' version (Time Bomb) I've never really seen the need for it when you can already toebomb anything with a Trip mine whilst your minions have its aggro. Possibly useful when your tier 3 is just about to die and happens to be in melee range of many mobs. (Detonate, Resummon --> resume battle) but apart from that it's a fairly sub-par option for the damage inflicted. Mainly due to the long recharge and need to sacrifice a tier 3 henchman to get decent damage.
Overall, some nice ideas but unfortunately it'd break synergy with many sets. Traps is also probably the strongest MM secondary after Dark, so realistically I can't see it being buffed in the near future...
All I can say is that you've made a few changes that makes Traps look a bit like my favorite secondary, Trick Arrow. Making the 1st level powers the same (Projectile net for Traps and Entangling Arrow (net arrow) for TA) sort of destroys the uniqueness of the either powerset. There are temp powers for LOTS of abilities, including top tier powers...I'm not sure the existence of a temp power means something needs to be changed.
Your second level also sounds remarkably like a powered-down version of Oil Slick Arrow. You know, it creates a slick that slows people down and it can be set on fire. Making secondaries overlap more than they already do...I just don't know.
-jared
PS: Shouldn't this be in the Suggestions area?
I'd rather see the trip mine (detonator for MM's) replaced with an autocannon that fires webnades like mad
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Fiend Space: 211464
I like the thought of a new animation for the web nade type power but I think it should be from either an external device (crossbow!!), or capsule (Im thinking the mutagen animation) that 'explodes' on contact to form the web.
Not keen on the mini oil slick type power - while I like Caltrops I'd change the /Traps one. Have it so that its deployed with the standard animation and when a foe moves across it, it triggers into a pit with spikes - creating a short immob with minor dot and slow effect.
I'd like the Seeker Drones to be buffed but unsure how - at least a speed increase or up the numbers of them maybe?
For Detonator I'd go uber evil and have it having a chance to destroy _all_ the henchman for significant damage regardless of destroyed pet. Doubt that would make it any more popular tho
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I like the thought of a new animation for the web nade type power but I think it should be from either an external device (crossbow!!), or capsule (Im thinking the mutagen animation) that 'explodes' on contact to form the web.
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The OP's new webnade thing reminds me of that netgun thing from Predator 2.
My MA IDs:
Fiend Space: 211464
Hey there fellow Masterminds and Readers!
Heres a few ideas on how Traps could be changed....
It is aware that Traps can be a little challenging to use in the midst of combat so here are a few changes to the powers to make them more effective and enjoyable to use.
Traps:
Traps are devices and gadgets you construct to cripple your foes. By using them strategically, you can gain a great tactical advantage. Traps include ambush devises, as well as gadgets that can be constructed to aid you and your allies.
1: Projectile Net (Used to be Web Grenade)
Upon impact, the net expels a strong reinforced Net around a single enemy that can Immobilize most targets. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Net can bring down flying entities and halts jumping. Recharge: Fast
(This is a Traps set and a Net thats been made stronger that can be small and yet expel to be large and wrap around a object is more of a type of Trap than a Web Grenade. Plus Web Grenade is a temp power that can be bought which destroys the uniqueness of of your toons Powers. The Projectile Net power would have a different and faster animation and be shot from your toons hands and a Net would be seen launched directly at a single enemy target which would wrap around them. This allows it to be a trap as well as a gadget)
2: Slick Casing
You toss a fragile casing which will explode apon impacting the ground and spread a sticky and flammable substance over a large area. Any enemy that passes through the liquid material will be forced to move at a slower rate and possibly be knocked down even if they leave the area of the Slick. The material can also be lit on Fire which will cause damage. Damage: Minor(DoT), Recharge: Slow
(Traps are supposed to be lethal and life threatening and instal fear apon your prey. This is the purpose of this trap now. Caltraps was useful but it has been improved and changed due to some other At's and Ninja's (MM power) also having Caltraps)
3: Triage Beacon
You can plant a Triage Beacon into the ground. The Beacon is immobile, but it emits a powerful healing aura. The Regeneration Rate of you, or your allies, will be greatly increased as long as you are near the Triage Beacon. The Beacon is invulnerable. Recharge: Long
(Regen rate increased from 100 to 200% and Recharge Time decreased. This Power was never really being used and even when it was unlocked it didn't really come in use or fulfill what the decription entails which is why its been improved)
4: Acid Mortar
You can place a small Mortar on the ground. If an enemy passes nearby, the Mortar will fire an Acid grenade at the target. The grenade will explodes in a small shower of acid on impact. This acid eats through armor, causing minor damage over time. It reduces the target's Defense as well as his Damage Resistance. The mortar will last up to 60 seconds and will fire up to 10 grenades. It can be destroyed by your foes. Damage: Minor(DoT), Recharge: Slow
(Power not changed as this is a effective Trap power and does not need to improved or modified)
5: Force Field Generator
You can build a Force Field Generator Drone. The Drone will generate a Dispersion Bubble that gives all nearby allies increased Defense against all attacks including Psionic. The Dispersion Bubble also protects allies from Immobilization, Disorient, and Hold effects. The Drone will follow you and can be buffed and healed or even destroyed like any friendly entity. However, the Drone is not a Henchman and cannot be given commands. You can only ever have one Force Field Generator. Recharge: Very Slow
(Effective Gadget that does not need to be changed in any way at this time)
6: Gas Trap
You can build a Gas Trap on the ground. Any foes that pass near the Gas Trap will cause it to detonate and release its toxic vapors. The poison is a very noxious gas, and any foes in the affected area may start to choke or even vomit. Affected Foes Regeneration rate and their Accuracy will be reduced as well. The trap is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trap will detonate. Recharge: Long
(This has similar problems to Triage Beacen. It just does not accomplish what the Description implies which is false imformation and that wont work at all with a Online game as good as this one. Gas Trap is designed to last longer after the Trap is detonated and the radius and animation of the Trap has been changed to look larger. This would allow the Trap to detonate easier as it would not do so easily on a slopped floor even when a enemy is near enouth to the Trap)
7: Seeker Drones
You create two Seeker Drones. These Seeker Drones will follow you until they detect an enemy and then they will zero in on their targets and detonate on impact. The small explosive flash of energy does only minor damage, but the concussion can weaken foes. Affected targets will have reduced Damage, Accuracy and Perception and may even be Disoriented for a short while. You can only ever have Two Seeker Drones out at one time and they can be destroyed by your foes. Recharge: Slow
(This is a good Gadget that does not to be changed much except for the ridiculous Recharge time. This Power does not have a very large radius which should be increased so they will approach a enemu target from a longer range)
8: Trip Mine
You can place a Trip Mine on the ground. Any foes that pass near the Trip Mine will cause it to explode, severely damaging all nearby foes and sending them flying. The Trip Mine is almost impossible to detect, but it is fragile and may be set off by an enemy's explosion. Even if destroyed, the Trip Mine will detonate. Setting a mine is delecite work, and if you are interrupted, you will fail. Damage: Superior, Recharge: Slow
(This is a effective Trap that should notbe changed since it does superior damage. Only bug that needs fixing with this is the radius at which the Trap will detonate)
9: Detonator
A good Mastermind means always plans ahead, but a great one knows when to make a strategic sacrifice. You have equipped all your Henchmen with explosives. When the time is right, select a Henchman and set off the Detonator. Undead and Robots are easily rigged and will blow up instantly, devastating nearby enemies. Ninjas, Soldiers and other free thinking Henchmen will try to place the explosive on the ground and get away. But you know... the fuse is short. Recharge: Very Long
(Has not been changed since this is a effective Trap power and should not be modfied except for maybe the range at which it can be activated between you and the target henchman)
Anyway they are my ideas for changes to the Traps Powers for the Mastermind AT.
Thanks for Reading!
HC