Ranger Archive
Thread: Focus on Top 5 List: Traps
Instead of adding to all the possible diffrent kinds of traps we would like im gona continue on my simple rant.
I dont want 20 diffrent kinds of traps i dont have that much inventory space. I just want 4 highly effective traps. Each lvl in the trap tree gets one trap (granted thats twice as many as we have now) and each trap shouldallow meto take on higher lvl creatures. And each should be very diffrent from the others. (allow some strategy please)
Perhaps, if there is a fear of overpowering ranger traps by doing this. Only one traps can be used on a creature at a time, or increase the time it takes to throw the trap.
And i hate to sound like a broken record but just give me a few, fundamentalydifferent,very good traps.
Lythender Nirou
Master Ranger/Master Rifleman
Eclipse Server
The effects don't have to be spetacular, but we need at least 5 times the number of traps we currently have available to Rangers. I mean if our tree is called Advanced Trapping then wouldn't it stand to reason we should have MORE traps than the Scout's 9? As it is, it would make more sense if the two trees were reversed.
I'm just not sure what the Dev.s were thinking when they gave Scout's 9 traps and Ranger's only 2 unique traps. Add in another 8 traps for Ranger's along the Adv. Trapping tree, using examples from this link and the Outdoorsman proposal; and you'd see a lot more Ranger's actually get and KEEP Advanced Trapping 4!
I'm sorry to repost this from the original Top5 issues board, but I did not realize this thread had been started and this is where it should have been placed. This is a possible solution using the basics of the current system and expanding it slightly.
The trapping bonus works like this:
Trapping minus (Creature Level minus Creature Knowledge) equals Trapping Bonus
Scout:
Novice
Creature Knowledge +5
Trapping +5
This means that a novice scout would have a +5 chance of trapping a level 5 creature or +0 chance on a level 10. Basically saying that they could run around and use their lecopine trap on whatever static spawns are outside starting cities, like a durni. They will probably trap half of them. If they try to trap a bloated gugger or crazed durni, they will fail most of the time. Just as a novice brawler armed with a survivaly knife will most likely fail to kill one.
Scout 0/1/0/0
Creature Knowledge +5
Trapping +20
Notice that the creature knowledge did not increase, this requires a different column. So what these numbers mean are that now they will get a +20 on trapping those low level durni around the starting cities. If they try to trap a level 9 Vynock their bonus would be +16. or the equation 20 - ( 9 - 5) = 16.
skipping up some parts of the skill tree...
Scout 0/3/4/0
Creature Knowledge +25 (adjusted down from +40)
Trapping +20
This is where the current Creature Knowledge numbers would need a slight adjustment. At this level it should be a lot lower to continue my equation, but since we are working with a value that currently only affects the amount we know about a creature, it would not be game breaking to lower these numbers.
Now with the scout at this level he would have a +41 trapping ability to trap a Swamp Humbaba (CL19): 20 - (19-25) = +26. This means that almost a quarter of the time they will trap it. There are also a variety of lower animals on the advanced planet that they can trap as well at this level. I see it that by this point in a players career that they are probably high enough in another profession to be hunting on Endor for example and should be able to trap CL21 Lantern Birds (with a +25 chance to trap).
skipping to rangers
Novice Ranger
Creature Knowledge +30 (adjusted down from +55)
Trapping +50
At this level the novice ranger is able to trap nearly any animal on any starting planet. Some will not always land in success, but for the most part they are worthy trappers. When fighting a voritor tracker on Dantooine (CL30) their equation works out to a trapping bonus of 50 - (30-30) = 50. I think a novice ranger should have basically a 50% chance of trapping a voritor dasher.
skipping up the tree again
Ranger 0/0/2/2
Creature Knowledge +40 (adjusted down from +70)
Trapping +70
Now the ranger is trapping 90% of anything on a starter planet (again, subtract krayts and such). They are trapping voritor dashers with a bonus of +80 so they are landing almost all their traps on them. If they hit Dathomir and try a Rancor (CL50) their bonus is 70-(50-40) = 60. This bonus will land traps on rancors fairly well. Not as good as we land them now at the same skill level, but as good as one should expect.
skipping to near master
Ranger x/x/4/4
Creature Knowledge +70 (down from +85)
Trapping +90
Now you are trapping rancors with a trapping bonus of +110, this pretty much states that you will trap any level 50 and lower creature. Traps themselves will ultimately have a failure rate as well, but the to-trap bonus will be high. As for trapping an Ancient Bull Rancor you're looking at a +62 which means you might trap one.
Master Ranger
Creature Knowledge +100 (adjusted up from +95)
Trapping +100
You are basically trapping anything under level 100 all the time. But are not always going to land traps on the real bad guys. Your Canyon Krayt will be 100 - (275-100) = -75 (negative 75). Chances are you will not be trapping krayts. You will be able to handle a juvenile canyon krayt (CL122) as 100 - (122-100) = +78. I think having a 78% shot at trapping a juvi is fair at master ranger. I also think that as good as master ranger is, trapping full blown 400k HAM dragons is not realistic.
Ok, so now for the traps. I've already made us not want to throw traps cause it looks like we're never going to land one. So The traps must be improved. I have written up improvements based on the current traps. My intent here is not to go to the Dev team and say we want all new traps, its to say here's a possible way to work with the existing ones to make them better, however, I added a final trap that we would acquire at master.
In order of when you get them, I'm not suggesting changes to where on the skill trees, but the last trap is definitely Master Ranger. It's also important to note that I am working with base stats, experiments will give better results on damages.
Lecepene Dart:
min: 5 max: 25 health
Stun: 5 seconds
Sharp Bone Spur
min: 10 max: 30 action
DOT Bleed Health: 15%, str: 6, duration: 30 seconds
Noise Maker
no damage
Stun 20 seconds
Stink Bomb
no damage
Dizzy 20 seconds
Phenacine Dart
min: 25 max: 40 health
Intimidate 20 seconds
DOT Bleed Action: 25%, str: 10, duration: 60 seconds
Glow Wire
Min: 30 max: 45 action
Dizzy 30 seconds
Adhesive Mesh
no damage
Intimidate 30 seconds
Stun 20 seconds
15 second delay for next attack (like the old warcry)
Slot for extra component (see below for chart)
Flash Bomb - AoE
min: 50 max: 110
Blind 30 seconds
Stun 30 seconds
Sonic Pulse - AoE
min: 75 max: 210
Dizzy 60 seconds
Stun 60 seconds
Slot for 2 extra components (see below for chart)
new trap - Master Ranger - AoE
min: 110 max 310
Blind 120 seconds
Dizzy 90 seconds
Stun 30 seconds
Slot for 3 extra components (see below for chart)
Extra Components:
Each component is listed with the base/max experiment possible. These numbers could be tossed around and I am undecided if they are too weak, or too powerful. I used to collect DOT weapons and am largely basing them on those. Extra components would not be crafted by Rangers, probably weaponsmiths.
DOT Fire component: 50%/80%, str: 25/200, duration: 10/200 seconds
DOT Action Bleed: 40%/90%, str: 50/150, duration: 30/500 seconds
DOT Poison: 30%/100%, str: 20/210, duration: 30/500 seconds
DOT Disease: 20%/60%, str: 10/190, duration: 30/500 seconds
DOT Health Bleed: 40%/90%, str: 10/300, duration: 30/500 seconds
DOT Action Bleed: 40%/90%, str: 10/300, duration: 30/500 seconds
DOT Mind Bleed: 40%/90%, str: 10/300, duration: 30/500 seconds
- Wire Mesh and Glow Juice traps are the two most useful and used traps, but their affect on more difficult creatures are so minimal it can't be measured. Perhaps the effects should be a percentage rather than a set value to allow the traps to remain equally effective no matter the target.
- Trap effects don't last long enough. Considering the lack of damage and the resources used, combined with a lapse in battle affectiveness when the trap is thrown, the effects of traps should last longer than weapon-caused effects, in the interest of balance.
- Success rates (partially due to the bug that results in "dud" traps returning no results or success/fail messages, as well as the bug with the last trap in a stack) are pathetically low. A master Ranger cannot reliably trap creatures that he would be fighting if he were a master in a combat profession. This should not be.
- Time to throw traps - too long
- Duration of current trap effects - too short
- Magnitude of current trap effects - too small?
That said, I really like the modular trap idea.As for the strength of the traps: I'd like to be able at Master Ranger to put 4 aoe dot Poisons in a trap housing, go to a Kaadu lair, shoot the lair to gather them around me, use the trap and 5 to 20 secs later I got 4 dead Kaadu's ready for harvest. This would increase the speed a Ranger can harvest giving us a clear advantage over Combat/Scout combo's and save us from having to buy a new (set of) weapons every month. Baseline dmg : Let's say the "perfect" trap can kill C/L 20 in 30-60 secs when he does his max damage.
Traps usable on Players/NPC, I'd say no. We throw the things, humanoids are generally intelligent enough to dodge and hold their breath in a cloud of poison. ![]()
Traps usable on Pets, yes but the pets have been trained to avoid things thrown at them so they're harder to hit.
Washell Olivaw, Ranger/Avenger, Eclipse
My suggestions for Traps:
- 65m Range
- Additional Effects: Knockdown, Lure, Smoke Bomb(i like), Scalable Defence reductions, Armor reduction, Root, Sleep, Slow.
- Trap launcher: Makeslaunching mutiple traps Faster and more accurate.
- ranger level traps affect Npc's, Pc's and Pets.
- Deployable traps
The Outdoorsmen Proposal is a Very good example of how traps should/Could work, It is still Accurate Seeing how Nothing has changedfor rangers since its been writen ![]()
Scout traps are Perfect, i don't think theyneed to be changed, they do exactly what they are needed to do at that level of the game. If anything perhaps make them more Reliable.
I like the idea of the modular traps Nemo0. By giving us a generic trap schematic that increases in complexity as the level of ranger increases that would really add a creative content into the game that we dont have right now.
oh, and Bihlbo, I agree with you that we should never be called "outdoorsmen" or "outdoorswomen" (for you EbeLightcloud)
However, the things in the proposal I fully support