Traps Time Bomb
I'm pretty sure this has been brought up but I'm too lazy to troll all the posts to see if it has.
My concern is with the basically worthless power Time Bomb. A tier 9 power in the traps set that I don't see anyone taking. I wish I knew how many trappers don't take this power? Why not replace it with Gun Drone or Cloaking Device? Or maybe an AOE immobilize like Web Envelope? |
And, even then, it's extremely rare for the devs to outright replace the power.
FWIW, I don't think Traps is particularly weak. And it has 6 or 7 gotta' have powers (for me, at any rate); having a couple clunkers frees up some space for more blasts.
Time Bomb is a trap. Like the 1 Emp merit > 1 Astral merit conversion, or the inspirations sold by the reward merit vendor. Its purpose is to con inexperienced build-makers into spending slots, IOs (and later, respecs) on it.
They can't replace it due to "cottage rule" persay. But it would be nice if they had another power you could pick instead of it. I hope when they go F2P they will have some sort of micro transaction that will allow this. Though it would be nice if they did it for free, but I would pay for the chance to have alternate powers for some sets.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
Time Bomb is a trap. Like the 1 Emp merit > 1 Astral merit conversion, or the inspirations sold by the reward merit vendor. Its purpose is to con inexperienced build-makers into spending slots, IOs (and later, respecs) on it.
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Yeah, time bomb is pointless. You are better off just laying a couple extra trip mines in almost any situation where you might have used it. You can think up some small exceptions, but they start really straining the boundaries of credulity.
Traps as a whole though is a very powerful set, so I don't think it is a big deal. Just look at it as a way to fit another pool power in that you really liked.
"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
So many folks say "Time Bomb is worthless." I find it to be a somewhat useful power solo, mostly for giggles. It takes a long time to set up and you really need invisibility. But it can be fun to set up a zone of Trip Mines around a corner, then run into a group and set Time Bomb in their midst, then back off behind your trip mines and throw down Caltrops towards the back of the mines. Back off and let the Bomb go off. The survivors aggro to me, and run right into the Trip Mines. I'm able to make my own Michael Bay movie.
A buddy of mine really likes it, too, so there are at least two of us out here that actually like and occasionally use the power.
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Guide Links: Earth/Rad Guide, Illusion/Rad Guide, Electric Control
I do use it on my DP/Dev Blaster, but that because A) I have Cloaking Device and B) Its a lot of laughs and giggles to set up a line of 12 trip mines, caltrops the edge of them and then making your opening move a Time Bomb in the middle of a crowd.
Fast? No.
Fun? Oh yeah.
Traps has a tier 9? *huh* i thought we just got a free power choice at level 32.
(Seriously though my Traps users have never found Time Bomb a fit with their play style. At all. Still, there's probably a couple dozen people, who rarely team, to whom Time Bomb is an essential part of their repertoire.)
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i make stuff...
They can't replace it due to "cottage rule" persay. But it would be nice if they had another power you could pick instead of it. I hope when they go F2P they will have some sort of micro transaction that will allow this. Though it would be nice if they did it for free, but I would pay for the chance to have alternate powers for some sets.
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For instance, giving us direct control of when it explodes would do wonders for it (as well as cutting down the cast time, or make it non-interruptable).
Maybe treat it like OSA, it explodes when we attack it with any damage power.
Or have it function similar to Omega Maneuver, that Crabs get.
Doesn't mean they cant fix it within the constraints of the "Cottage Rule".
For instance, giving us direct control of when it explodes would do wonders for it (as well as cutting down the cast time, or make it non-interruptable). Maybe treat it like OSA, it explodes when we attack it with any damage power. Or have it function similar to Omega Maneuver, that Crabs get. |
Trip mine has a base recharge of 20 secs (which can obviously be considerably reduced by various means) but time bomb has a base recharge of 360 secs (which is going to be long even if you have a lot of +recharge.) When you also factor in that in most situations, you could just lay a couple of extra trip mines and perfectly make up for a lost time bomb, the power becomes utterly pointless.
"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
Best way to change it is to turn it into a "toggle" power, in which detoggling is what causes the power to "go off" in a Thoroughly Satisfying Kaboom. That way you can only have 1 Time Bomb active at a time (since it's a toggle) and you can lower the Recharge Time to something sensible ... like ... say ... 45 to 60 seconds.
- When cast, you place the "marker" for where the bomb goes off (much like Trip Mine).
- While the toggle is "on" you're paying a minimal/token maintenance cost to NOT have the Time Bomb blow up!
- Detoggle = BOOM!
Best way to change it is to turn it into a "toggle" power, in which detoggling is what causes the power to "go off" in a Thoroughly Satisfying Kaboom. That way you can only have 1 Time Bomb active at a time (since it's a toggle) and you can lower the Recharge Time to something sensible ... like ... say ... 45 to 60 seconds.
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I really hope they implement many of these ideas and changes through micro transactions through this new store. This way it will shut some people up. You want it pay, for it. I can hear the cry's and complaints already.
1. Why Soft Cap is Important : http://dechskaison.blogspot.com/2011...important.html
2. Limits: http://paragonwiki.com/wiki/Limits
3. Attack Mechanics: http://wiki.cohtitan.com/wiki/Attack_Mechanics
4. Rule of Five: http://wiki.cohtitan.com/wiki/Rule_o...e_Law_of_Fives
I sooooooo desperately want them to make it function like the satchel charges in Half-Life. The mechanics basically exist in the MM version of traps in Detonate. They could summon a psuedo pet and place the equivalent of Detonate on it, then when you click the power the second time it blows the charge.
Current:
Fridgerato - Traps/Ice (Frdm)
Gadgetron - Grav/TA (Lbrty)
Ice/Kin Guide
I'm pretty sure this has been brought up but I'm too lazy to troll all the posts to see if it has.
My concern is with the basically worthless power Time Bomb. A tier 9 power in the traps set that I don't see anyone taking. I wish I knew how many trappers don't take this power? Why not replace it with Gun Drone or Cloaking Device? Or maybe an AOE immobilize like Web Envelope?
Playing on Freedom