Ranger Archive
Thread: Specials Idea for the Trap Launcher
1) speed of throwing traps
Increases throughout the ranger trees to max out at MR
2) accuracy
Increases throughout the ranger trees to max out at MR
3) percentage increase to hit and affect the target
Increases throughout the ranger trees to max out at MR
4) only traps shot from a trap launcher can affect CH pets
Trapping Pets come at Trapping II
5) only traps shot from a trap launcher can affect NPC's and hopefully PC's
Trapping NPC's at Trapping III and PC's at Trapping IV
6) increase in effectiveness of the trap, lasts longer and causes a greater effect.
Increases throughout the ranger trees to max out at MR
7) Causes any trap shot from the launcher to have an area of effect
Available at Master Ranger
8) Increasing the load capacity
5 to 8 traps at Trapping I increasing to 20 to 25 traps loaded at master ranger.
These are my thoughts...please expand upon them. I think this aspect has been forgotten about the proposal.
I like this idea. Well thought out. Can't really make anyone but BHs mad, and poop on those toads.
Of course, I am not holding my breath, but I am hoping.
Oh Nrass, you out there/
JB
I think it's a well thought out idea, but it's a longer term concept. I wouldn't mind it being called a Launcher because it tosses traps really far though. Like on the order of 150m+ ![]()
I personally would rather have:
- Stationary traps and lures for mobs (to draw them to the trap)
- The ability to hit NPCs and Players with some Traps. I can see debuffs not working on them since the biologies are different. But a dart is a dart and the mesh is a static field. It's contrived that they don't hit NPCs or Players. If balance is a concern, make them either work 50% of the time or 50% less powerful.
- A functioning /throwTrap command. It's already in the game. It really just needs to be made to work
If the "/healwound (name)" command can recognize a wound pack no matter what the name is, then a "/throwTrap (name)" command can be made to recognize the official name of a trap quite easily.
As to whether other professions would get upset, that's somewhat irrelevant. We can't kill with Traps, so it doesn't mitigate the usefulness of any other skills.
NRaas wrote:Currently the proposal was meant as a Master Ranger
Right, when I really started thinking about that, one of the things that we have all said and agreed with is that the trapping line needs some work (polite way of saying broken), and having the cert come at trapping I, and the benefits and specials progress along that line provides incentives for rangers to do the trapping line. If the launcher came at the master ranger level, then the launcher will lack the depth of specials that such weapons as the LLC, Flame thrower, and others have. Also, i tried to combine some of the ideas that we have provided (AoE traps, better success, more traps, and combination effects) into the trap launcher line to streamline the trapping process.
Also, to respond to "making traps just work", I think that a re-vamping/ enhancing of the trapping line will also allow the developers to make the trapping line worthwile and much more effective than it is.
Thanks again Rangers...y'all made me think about this some more
the Special (Area of Effect) would be just that, a special attack and not the default attack so that we dont aggro unwanted creatures
(just a small clarification)
Great stuff Drak. Very well done.
I agree with the idea of the cert at Novice and having increases in to-hit, accuracy, and effect grow as you make your way up the tree.
Basically a Novice Ranger would fumble around with it some, although he knew how to use it and would get better with it as he progressed through Ranger.
Thanks for taking the time to put this together Draknev.