Ranger Archive
Thread: CU: Trapping
- How effective are traps both in scout and in ranger post cu?
- Do they aid you in combat?
- How effective are they against creatures of varying levels?
- Any changes to traps?
- Any bugs/issues/exploits regard traps?
- Does trapping provide a fun and engaging set of abilities post cu?
I will also be looking at trap crafting and other trapping related skills (like rescue) in here. Basically, testing here will involve taking various levels of trapping skill and seeing what can be trapped there (and how useful the trap effects are). There are many issues that will probably fit into this category as well as other categories. If that is the case, it is probably best to post it in all the categories that make sense (to ensure that it isn't missed). Enjoy the testing!
Edit: Current Issues:
Profession Breaking.
Balance Issue.
General Bug.
Fixed.
Traps can't be thrown at all. Traps can be thrown again.- Traps are not especially effective against targets at low levels (high miss rate).
- Trapping XP is too low (when it was possible to get it). Potentially fixed: People are claiming that trapping xp is fine now. This might be due to higher combat levels (i.e. more than novice marksman when trying it).
- Trapping skills don't seem to do much in the CU at low player levels (no noticeable benefit--i.e. you are better off killing a creature without traps because you will gain no benefit from using them and throwing the trap wastes action and might slow your killing down). Mid level traps and combat seem to be a bit better off.
- There seems to be some contention on the effect of the defense debuff traps. Some people see noticeable benefits, others see no changes at all (I'm guessing this might be due to some creatures having 0 defense and so the debuff can't take it lower).
- Trap HAM damage (AM damage, really) is so minimal that newbie creatures regen all the AM lost before a second trap of the same type can land.
- Traps do not seem to fit into the combat delays properly. A single stack of traps can be thrown almost instantly. Throwing different types of traps seems to add some delay, though. And trapping does not seem to make you lose any combat rounds. Some of this is likely to be working as intended.
- Traps don't auto target if you attack your group member (as other weapon attacks do).
Rescue still has a "legacy" icon.Rescue has new color icon.- Trapping is not getting the Inspiration Buff bonus.
- Some creatures are giving a "The trap can only affect creatures." error message. Creatures listed so far include: "a spineflap soldier", "a spineflap handmaiden", "a spineflap guard", "a giant mountain worrt", and "a sevorrt". It has been reported that these creatures are also not harvestable after they are killed.
- Throwing multiple Phenacine Darts can cause a creature to completely stop instead of just slowing down. It even seems that the frozen state persists after the -snared- symbols float up.
- Rescue has no effect.
- Adhesive Mesh seems to be giving funky responses (i.e. throwing one does nothing but following with a phenacine causes a permanent root).
Message Edited by Nemo0 on 04-23-2005 02:59 AM
I think that personally, I am going to be using a lot more traps post CU. Traps are great for crowd control which is something I am going to consider heavily with my new template.
Lets put our selves into testing these things hardcore, what happens to them could be really bad or really good for us.
It would be nice to have some good news to hold us untill we get vamped.
Message Edited by agent156 on 03-30-2005 09:25 AM
DesktopSaki wrote:I'd like to see traps finally become usable on NPCs, or even in PVP.
I would also. But if we keep any threads on topic lets do it whith the CU testing threads.
While the CU is going to have to fit our traps into the new system we aren't going to get anything new.
Owen-Lars wrote:
I see we getting put at a massive disadvantage (the ranger plus combat profession template) if it turns out each profession specialises in a specific type of pool drain.
I see us at a distinct disadvange mostly based on the interoperability mentioned time and time again. The new documents tell us over and over which combat profs to combine to maximize their full utility and how some profs are truly effective when combined with others.
/raise hand
/say excuse me, sir... I'm a master ranger and therefore have 240 fewer skill points available for combat profs, yet Ranger requires me to be in combat.... am I screwed?
Pool drains will be an important part of testing, as will wind up and cool down time.
As far as changing pool damage, I'm not sure if that is necessary. Damaging mind might still be a viable option after the CU (it could prevent your target from using a special which might be more useful than actually causing health damage). Although, if no other profession can damage the special pools, it might be worth listing as a bug.
- Traps have no combat delay so you can spam off 5 uses of a trap in a second.
- Traps dont seem to have combat timers associated with them so they simply fire off as soon as you press the button regardless of how long ago you fired the last trap.
Owen-Lars wrote:
Traps:
- Traps have no combat delay so you can spam off 5 uses of a trap in a second.
- Traps dont seem to have combat timers associated with them so they simply fire off as soon as you press the button regardless of how long ago you fired the last trap.
I'll make sure Owen sees that one. Oh, wait.
*mutters: lucky h**tpants crafter, getting on to the server....*
Owen-Lars wrote:Traps:
- Traps have no combat delay so you can spam off 5 uses of a trap in a second.
- Traps dont seem to have combat timers associated with them so they simply fire off as soon as you press the button regardless of how long ago you fired the last trap.
Thanks for that Owen! I couldn't get on TC last night, so I'm relying on you guys for the info until tonight.