You targeted caltrops for this, but I believe that you chose the wrong skill to alter. You could consider reworking this as well, or instead of caltrops.
Webs is currently an aoe snare that deals no damage until a small burst after 5 seconds, and then its synergy spawns spiders that deal some damage. It's an awful ability for dps and goes utterly unused in PvP as well. Reworking it into a true ground aoe dps skill would give stamina dps another dot to choose from as well as add a new and attractive damage dealing synergy to trial groups.
My suggestions:
Trapping Webs (unmorphed):
cost: stamina
range: 28 meters
radius: 6 meters
duration: 8 seconds
Hurl strands of silk at target area. Enemies in the area have their movement speed reduced by 25% and take XXXX physical damage every 1 second. After 5 seconds, the webs burst into venom, dealing XXXX poison damage to enemies within.
Allies may activate the Spawn Broodlings synergy against an enemy, dealing XXXX damage to them and spawning 2 spiders for 15 seconds. Spiders light attack for physical damage.
Shadow Silk (damage morph):
Morph effect: synergy spawns more powerful Black Widow spiders which deal additional poison damage over time.
The Shadow Silk morph aims to give dps. I left the ground aoe and the spider light attacks as physical damage for our stam sorc friends. The venom burst and spider damage over time effects are poison for our stam DK friends, and for some variety.
Tangling Webs (PvP-oriented morph):
Morph effect: Webs bursting into venom also roots enemies. Synergy can only be activated against snared enemies. Synergy fears target enemy and one nearby enemy for 3.8 seconds in addition to summoning spiders.
I couldn't help myself.
I like to incorporate PvE and PvP mechanics into my suggestions. This Tangling Webs morph aims to lock down opponents and provide a fear cc (which goes through block) to groups lacking reliable ccs. The idea would be to toss down the webs, use its snare and the fear synergy to keep enemies in them for 5 seconds, and then root them with the venom burst. The duration of the ground aoe dot lasts beyond the venom burst as a reward for landing the root, in addition to some free spider damage on immobilized opponents. I suggest keeping the snare mild, only 20% in my suggestion, and not letting the fear affect more than 2 or maybe 3 people in order to keep the ability from becoming to powerful.
Naturally, all damage and cost numbers are subject to balance tweaking internally. I'm not sure what the best tooltip values would be.
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