It works in pve too, and skill says one trap active at a time I'm pretty sure so don't think it's intended. Also when in a trap beast on my magplars I couldn't Toppling charge even when they were directly in front of me, dnt remember a gapclose issuee with my ambush
I have been using RT for several months now ( started before they changed the cast time for flurry, DB ?) and it has always behaved that way.
I do not think this is a bug however, simply because the 2nd trap is a separate skill from the 1st trap and thus should not count towards the 1 trap limit for the 1st trap.
It might be very powerful under certain circumstances, but there is an actual bug that needs addressing first, before this mechanic gets chaged.
When people dodge the 1st trap (via evasion or dodgeroll) no 2nd trap will spawn, even though the 1st trap disappears ( i.e. has been triggered as the tooltip demands) and the caster gets the minor force buff applied.
This means against knowledgeable and aware opponents ( who also can afford the stamina to roll a lot/ have good shuffle RNG) you will hardly ever be able to actually trigger the 2nd trap at all, on top of the first being negated entirely as well.
This leads to some imbalance with the skill depending on who you are fighting. Against bad stamina players and any magica player ( except sorcs) rearming trap is an amazing tool to lock them down in an area and drain their stamina, while against good stamina players it hardly ever does anything at all apart from providing minor force ever so often.
I would thus change RT ( and to a lesser extent LWT as well) to one off the following to make it more balanced in all situations :
1. Make it behave like daedric mines and limit the amount of secondary traps to a number between 1 and 3.
This change is very simple, the trap will get triggered when the opponent dodges it, but it will still apply both the initial damage and the DoT to the target, but not the root. It will also spawn a secondary trap that arms after the usual timeframe.
The limitation of secondary traps is to avoid excessive abuse of limitless traps in a small area to make it less oppressive against mag builds ( all those poor mDKs I have locked up in a 10x10 meter trap dungeon of pain). I would still allow 2 or 3 traps at the same time though, to give the skill some more versatility, especially when fighting multiple opponents.
2. Make the trap not get triggered in case it gets dodged and limit the amount of secondary traps like above.
This is probably a way harder change to implement, but it is my personal favourite. This way it is possible to play around the trap in a short term scenario by rolling through it, but it will still remain there as a threat to be played around should the fight continue in the same area.
That would also mean that the trap can no longer be negated alltogether by evasion, which I am more than happy about, because that buff ( regardless of source) is an RNG fest abomination.
I've seen you use it on your stam dk...DannyLV702 wrote: »Yes it can be spammed and it's stupid as ***
CrazyStarGirlNZ wrote: »I've seen you use it on your stam dk...DannyLV702 wrote: »Yes it can be spammed and it's stupid as ***
DannyLV702 wrote: »CrazyStarGirlNZ wrote: »I've seen you use it on your stam dk...DannyLV702 wrote: »Yes it can be spammed and it's stupid as ***
SHUSH!
IMO multiple traps and mines should be a legit thing. Would make pvp a lot more interesting.
pkb16_ESO2 wrote: »IMO multiple traps and mines should be a legit thing. Would make pvp a lot more interesting.
The problem is the Opposite is the case. It makes fights very boring.
Now getting hit by a trap is even more dangerous, because after that 2 mine will lie on ground.
This leads to a place camping playstyle.
We have already mine-camping sorcs, u want all stamina classes minecamping as well?
pkb16_ESO2 wrote: »IMO multiple traps and mines should be a legit thing. Would make pvp a lot more interesting.
The problem is the Opposite is the case. It makes fights very boring.
Now getting hit by a trap is even more dangerous, because after that 2 mine will lie on ground.
This leads to a place camping playstyle.
We have already mine-camping sorcs, u want all stamina classes minecamping as well?
Well no, but they should implement an effective counter as well, perhaps something like making them revealed through stealth breaking abilities like magelight, invis pots, etc etc, and of course cc immunity also works.
Just tossing around ideas. Obviously it would need balancing. Personally I think CC immunity needs a serious buff, CC is totally out of control. I realize that is contradictory to the idea of unlimited traps, but I believe in dynamic counterplay.