Ranger Archive

Thread: My two cents on trapping

SpitNyerEye
Wed Oct 29, 2003 8:36 am
#1

First of all, I’d like to apologize for jumping in to the discussion so late. I spent more time in game helping friends and working on my own characters. The discussion has been great so far and everyone has come up with some great ideas. After reading the message boards, I’ve decided to throw in my two cents on the discussion so far and possibly add some new twists. Most of this is rehash of previously posted ideas - if its here, I thought the idea showed promise. If it isnt here, I missed it or I didnt care for it.



My Top 5 (Trapping):



  • Request to experiment traps for effectiveness, duration of effect, and number of charges.


    • Allow ranger traps to ramp up in effectiveness against tougher creature (see trap ideas below).

  • Make Ranger traps effective against Creature Pets, Humanoid NPCs, and players.

  • Request to be able to throw traps while moving, with an appropiate reduction in Chance-to-Hit.

  • Need a macro command for throwing traps, such as /throwtrap bonespur.

  • Rescue needs to be moved to another line entirely (or have a trap that shifts agro to the ranger) and beefed up in effectiveness.

Ideas on traps:



Depending on how experimentation would be implemented, there are several discussion points that need to be addressed. It is imperative the we get some developer feed back on the likelihood for experimentation and direction it would take regarding ranger trapping. I think experimentation should only be added in the Ranger tree, as I think the scouting tree functions quite nicely for its level range. Unfortunately, the Ranger trapping line has little functionality and results in Rangers continuing to use Scout traps or no traps at all.



  • If we are going to continue throwing traps, give Rangers +10 to range- making range 60m vice the 50m we had (and still have) as Scouts.


    • Possibly make distance a function of experimentation. Needs to be done in a reasonable manner, however…a 60 to 65m trap thrown still needs to retain some functionality on effect properties or it is useless.

  • Trap types:


    • Request for an Area of Effect (AoE) traps that are useful. Root (stop completely) or Snare (slow down) trap for handling social lairs.

    • Increase root/snare timers (possibly with experimentation).

    • Request for a Tranquilizer Dart/Trap.


      • The effect would stop the target creature from attacking for a certain period of time.

      • The trap would also stop the creature from assisting other creatures.

      • The creature being attacked would immediately drop the effect.

      • If the trap fails to affect the target, aggro would ensue as normal.

    • Request for a Damage over Time trap similar to poison/disease/bleed.

    • Modular Traps - I really like this idea, depending upon how it is implemented.


      • A generic trap housing schematic with multiple optional component slots.

      • Allow experimentation to affect number of component slots (with a reasonable maximum number).

      • A Ranger could produce a trap that produces multiple effects in a single throw or a trap with one effect that is particularly strong by including multiple optional components of the same type.

      • Optional component item would provide a single effect (combat resistance debuffs, Blind, Stun, Dizzy, Bleed, Poison, Disease). Possibly allow them to stack (see above).

      • Effects of stun, dizzy, and blind need to be beefed up or revamped so that they are actually worthusing/have a real purpose.

      • For combat resistance debuffs - let us see what they are actually doing to the target (what/how much they affect it).


        • Specialize them further by allowing us to experiment for specific traits.


          • Allow targeting reductions in specific resistances (blast, energy, kinetic, stun, heat, lightning, acid, etc..).

          • The components could be experimented for duration of effect, and effectiveness (depending on how modular traps would/could be implemented).

      • Trap Launcher - Personally, I think the idea of a trap launcher is wasted effort. I would rather see experimentation take a robust roll in our trapping line allowing for flexibility,individual playing style, and purpose.
NRaas
Wed Oct 29, 2003 8:49 am
#2

"Allow targeting reductions in specific resistances (blast, energy, kinetic, stun, heat, lightning, acid, etc..). "


Onto the list goes that one.





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SpitNyerEye
Thu Oct 30, 2003 6:35 am
#3

Thanks NRaas.


I am a firm believer that we needmajor added functionality in our trapping line - and asI have stated before, and will undoubtedly state again, I want traps to be effective - with a robust experimentation system - and would be tickled pink if they became our class defining weapon.


Dyrwen
Thu Oct 30, 2003 4:18 pm
#4

Nice one. Well thought out.




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