Reconsider the immobilization change of Trap Beast

Supernatural
Supernatural
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As a player who has been running Veteran Maelstrom Arena competitively for over three years, I can easily say that the reduction of the immobilization effect of Trap Beast to 2 from 6 seconds will completely annihilate all Stamina builds in vMA, as far as competitive score pushing is concerned. It is a change that nobody asked for and a change that is not needed at all.

Stamina builds already have to face enough nerfs in the next update, such as damage reduction of Volley, Caltrops, Poison Arrow and Silver Leash, as well as the removal of the rearming effect of Trap Beast. While these changes will have a negative impact in Maelstrom score pushing, they are changes that one can definitely live with and adapt. But the reduced immobilization effect of Trap Beast will mean the end of Stamina builds in Maelstrom. Again, as far as top scoring is concerned. The reason for that is that with just a 2 second immobilization duration, mobs will simply walk out of your (already weakened) Area of Effect abilities right after they spawn. This will result in a significant time loss, as you will now have to focus down almost every single mob, instead of locking them in your AOEs and move the the next one/s. This change pretty much kills all the fun of playing Stamina in Maelstrom altogether.

So please, do this one a favor and reconsider the change.
Edited by Supernatural on July 17, 2019 1:13AM
Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • SpearingTail
    SpearingTail
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    I completely agree this change is detrimental not only to vma but solo play in general for stam players
  • WrathOfInnos
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    Interesting, I didn’t even know Trap was used as a CC in PVE. Maybe the new Turn Evil could help keep them in place (not sure of the fear duration) or even a time stop, although you won’t be able to cast it very often with a small Magicka pool.
  • MashmalloMan
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    Yeah, this hurts, but Endless Hail and Anti Calvary Caltrops can last 14 sec combined, so yes there damage was heavily nerfed, but you can pin down a spawn a little longer. Poison Injection was buffed, not nerfed. It does roughly the same execute damage, but 78% more dot damage before execute, overall a lot more reliable for LA -> PI the small mobs.

    The rearming trap is a huge hit though. I'd prefer something like 2 traps on cast, dot is 10s long for total of 20s minor force and dot time. The 18s is really odd and doesn't fit with any duration in the game. Just serves to semi complicate melee stam rotations.

    Mag manages to beat vma without a cc like that, but they get the benefits of being ranged so idk. They also got False God's Devotion which heavily buffed stam vma runs.
    @MashmalloMan - PC NA

    PC Beta - 2400+ CP
  • Supernatural
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    Yeah, this hurts, but Endless Hail and Anti Calvary Caltrops can last 14 sec combined, so yes there damage was heavily nerfed, but you can pin down a spawn a little longer. Poison Injection was buffed, not nerfed. It does roughly the same execute damage, but 78% more dot damage before execute, overall a lot more reliable for LA -> PI the small mobs.

    The rearming trap is a huge hit though. I'd prefer something like 2 traps on cast, dot is 10s long for total of 20s minor force and dot time. The 18s is really odd and doesn't fit with any duration in the game. Just serves to semi complicate melee stam rotations.

    Mag manages to beat vma without a cc like that, but they get the benefits of being ranged so idk. They also got False God's Devotion which heavily buffed stam vma runs.

    For Maelstrom Arena, the change to PI is more of a nerf and not a buff, the execute modifier is much more important, as most of the time when you LA -> PI mobs they will already be below 50% health. And Endless Hail and Caltrops will not help pin down mobs at all, I can assure you.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • BattleAxe
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    This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them
  • Supernatural
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    BattleAxe wrote: »
    This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them

    I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Murador178
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    BattleAxe wrote: »
    This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them

    I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.

    It is an adapt problem since u got now probably over 400 CP more compared to vMA release with stronger item sets. The times when vMA have been considered hard are longtime over. Since beasttrap does alot more dmg now it might even be stronger if pushing for high scores.
    Edited by Murador178 on July 17, 2019 8:56AM
  • Supernatural
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    Murador178 wrote: »
    BattleAxe wrote: »
    This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them

    I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.

    It is an adapt problem since u got now probably over 400 CP more compared to vMA release with stronger item sets. The times when vMA have been considered hard are longtime over. Since beasttrap does alot more dmg now it might even be stronger if pushing for high scores.

    Your point that trap beast might be even stronger for score pushing is completely false. Trap Beast in vMA is used for its "locking" effect, as well as for providing Minor Force, not for its damage. While its damage will indeed be higher in the next update, it will not matter whatsoever if mobs walk out of your AOEs. You have to understand that Maelstrom is not a boss standing in a fixed location like in a dungeon or trial environment, where the extra damage will be invaluable. You are constantly moving from point A to point B and back and forth and the ability to lock mobs in place is of the utmost importance.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Murador178
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    Murador178 wrote: »
    BattleAxe wrote: »
    This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them

    I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.

    It is an adapt problem since u got now probably over 400 CP more compared to vMA release with stronger item sets. The times when vMA have been considered hard are longtime over. Since beasttrap does alot more dmg now it might even be stronger if pushing for high scores.

    Your point that trap beast might be even stronger for score pushing is completely false. Trap Beast in vMA is used for its "locking" effect, as well as for providing Minor Force, not for its damage. While its damage will indeed be higher in the next update, it will not matter whatsoever if mobs walk out of your AOEs. You have to understand that Maelstrom is not a boss standing in a fixed location like in a dungeon or trial environment, where the extra damage will be invaluable. You are constantly moving from point A to point B and back and forth and the ability to lock mobs in place is of the utmost importance.

    Then maybe ur score goes down a bit but it doesnt matter since u can complete this content in ur PvP gear with 3k crit resist on a 2H/bow build . Without trap beast.
    Edited by Murador178 on July 17, 2019 9:11AM
  • SaintSubwayy
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    As a player who has been running Veteran Maelstrom Arena competitively for over three years, I can easily say that the reduction of the immobilization effect of Trap Beast to 2 from 6 seconds will completely annihilate all Stamina builds in vMA, as far as competitive score pushing is concerned. It is a change that nobody asked for and a change that is not needed at all.

    Stamina builds already have to face enough nerfs in the next update, such as damage reduction of Volley, Caltrops, Poison Arrow and Silver Leash, as well as the removal of the rearming effect of Trap Beast. While these changes will have a negative impact in Maelstrom score pushing, they are changes that one can definitely live with and adapt. But the reduced immobilization effect of Trap Beast will mean the end of Stamina builds in Maelstrom. Again, as far as top scoring is concerned. The reason for that is that with just a 2 second immobilization duration, mobs will simply walk out of your (already weakened) Area of Effect abilities right after they spawn. This will result in a significant time loss, as you will now have to focus down almost every single mob, instead of locking them in your AOEs and move the the next one/s. This change pretty much kills all the fun of playing Stamina in Maelstrom altogether.

    So please, do this one a favor and reconsider the change.

    Poison Arrow got buffed, compared to live!

    Live:
    1DMG pre execute, 3.6 DMG in execute

    PTS:
    1.78 DMG pre execute, 3.58 DMG in execute

    thats a 78% DMG buff pre execute, and same strength in execute (0.02% = nothing)


    AOE nerfs might hit the scorepushers a bit, but srsly...vMA scores are just there to make ppl feel good bout themselfes.
    you either run it cause you like it, cause you need to compare baals, or cause you need the gear....and nealry all players run it cause of the gear.

    so this "nerf" to vMA scorepushing is completly okey.
    PC EU
    vAA HM / vHRC HM / vSO HM / vMoL HM / vHoF HM / vAS HM / vCR HM / vSS HM / vKA HM

    Flawless Conqueror / Immortal Redeemer / Dawnbringer / Griphon Heart / Master Angler / Spirit Slayer

  • Supernatural
    Supernatural
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    As a player who has been running Veteran Maelstrom Arena competitively for over three years, I can easily say that the reduction of the immobilization effect of Trap Beast to 2 from 6 seconds will completely annihilate all Stamina builds in vMA, as far as competitive score pushing is concerned. It is a change that nobody asked for and a change that is not needed at all.

    Stamina builds already have to face enough nerfs in the next update, such as damage reduction of Volley, Caltrops, Poison Arrow and Silver Leash, as well as the removal of the rearming effect of Trap Beast. While these changes will have a negative impact in Maelstrom score pushing, they are changes that one can definitely live with and adapt. But the reduced immobilization effect of Trap Beast will mean the end of Stamina builds in Maelstrom. Again, as far as top scoring is concerned. The reason for that is that with just a 2 second immobilization duration, mobs will simply walk out of your (already weakened) Area of Effect abilities right after they spawn. This will result in a significant time loss, as you will now have to focus down almost every single mob, instead of locking them in your AOEs and move the the next one/s. This change pretty much kills all the fun of playing Stamina in Maelstrom altogether.

    So please, do this one a favor and reconsider the change.

    Poison Arrow got buffed, compared to live!

    Live:
    1DMG pre execute, 3.6 DMG in execute

    PTS:
    1.78 DMG pre execute, 3.58 DMG in execute

    thats a 78% DMG buff pre execute, and same strength in execute (0.02% = nothing)


    AOE nerfs might hit the scorepushers a bit, but srsly...vMA scores are just there to make ppl feel good bout themselfes.
    you either run it cause you like it, cause you need to compare baals, or cause you need the gear....and nealry all players run it cause of the gear.

    so this "nerf" to vMA scorepushing is completly okey.

    Fair enough about Poison Injection. At first look it looked like a small nerf, so that was an error on my part. As far as the rest of the nerfs go, I already mentioned that while they will harm scores by a bit, they are not that detrimental. The post is about trap beast, and the changes to it change vMA for the worst as far as stamina scorepushing goes.

    Again, this post is not about completing Maelstrom and collecting gear. It is about competitive top scoring.
    Edited by Supernatural on July 17, 2019 9:32AM
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Supernatural
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    Murador178 wrote: »
    Murador178 wrote: »
    BattleAxe wrote: »
    This is an adapt and overcome issue I’m sorry I mainly am a stam dps and honestly this patch has given me many new skills to work with and try out and barbed trap is one of them

    I am afraid that in Maelstrom Arena not only this is not an adapt and overcome issue, but it is a complete game changer.

    It is an adapt problem since u got now probably over 400 CP more compared to vMA release with stronger item sets. The times when vMA have been considered hard are longtime over. Since beasttrap does alot more dmg now it might even be stronger if pushing for high scores.

    Your point that trap beast might be even stronger for score pushing is completely false. Trap Beast in vMA is used for its "locking" effect, as well as for providing Minor Force, not for its damage. While its damage will indeed be higher in the next update, it will not matter whatsoever if mobs walk out of your AOEs. You have to understand that Maelstrom is not a boss standing in a fixed location like in a dungeon or trial environment, where the extra damage will be invaluable. You are constantly moving from point A to point B and back and forth and the ability to lock mobs in place is of the utmost importance.

    Then maybe ur score goes down a bit but it doesnt matter since u can complete this content in ur PvP gear with 3k crit resist on a 2H/bow build . Without trap beast.

    I already touched upon that. This post's focus is not completing Maelstrom. The power creep has been so huge since the release day of vMA that it is much easier that it was 3 years ago.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Olupajmibanan
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    The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.

    Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.

    All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).
    Edited by Olupajmibanan on July 17, 2019 10:39AM
  • Supernatural
    Supernatural
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    The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.

    Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.

    All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).

    Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. That is why scores will decrease dramatically.
    Edited by Supernatural on July 17, 2019 11:52AM
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Olupajmibanan
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    The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.

    Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.

    All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).

    Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. Thay is why scores will decrease dramatically.

    What did I say about Magnum Shot change? That is your answer, how to burst mobs from a far.
    Edited by Olupajmibanan on July 17, 2019 10:56AM
  • Olupajmibanan
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    The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.

    Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.

    All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).

    Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. Thay is why scores will decrease dramatically.

    What did I say about Magnum Shot change? That is your answer, how to burst mobs from a far.

    You had possibilities before: Poison Injection and Crushing Weapon.

    Now Magnum Shot and Soul Trap are great addition to your ranged toolkit allowing you to adapt to Rearming change.
  • Supernatural
    Supernatural
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    The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.

    Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.

    All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).

    Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. Thay is why scores will decrease dramatically.

    What did I say about Magnum Shot change? That is your answer, how to burst mobs from a far.

    Magnum Shot is not a viable alternative. Not only it is not enough damage, but you simply do not have the bar space to even consider slotting it.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Supernatural
    Supernatural
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    The locking effect of rearming trap was nice. I agree with your statement that it's a game changer, but I don't agree that your score WILL be lower thanks to Rearming Trap change. With all the changes (including Rearming Trap) you should rethink your build. You can't lock mob in a position anymore but you can now burst it from range thanks to Magnum Shot change, for example.

    Not even saying that completely new vma builds will emerge. Bow is not a must have back bar weapon anymore.

    All in all, I don't think that Rearming change is a nerf for all stamina DDs. It is a nerf for 1 specific playstyle that was used for sooo very long and forces you to think of something different (new builds, new tactics etc).

    Whatever new strategies me or other vMA scorepushers might come up with, it will not matter much as we are gonna so much slower compared to previous updates. The change to rearming will result in a massive score reduction, that is a fact. Stamina does not have the same ranged capabilities compared to magicka to nuke mobs from afar and thus is pigeonholed into using AOEs and trap beast on one spawn in order to completely ignore that particular mob and melee the one on the other side. Thay is why scores will decrease dramatically.

    What did I say about Magnum Shot change? That is your answer, how to burst mobs from a far.

    You had possibilities before: Poison Injection and Crushing Weapon.

    Now Magnum Shot and Soul Trap are great addition to your ranged toolkit allowing you to adapt to Rearming change.

    Poison Injection is not a burst tool, and neither is Soul Trap, which is very strong but for bosses only. And while crushing weapon is indeed a solid skill, you do not have enough bar space and even if you had it would be a time loss casting it.
    Edited by Supernatural on July 19, 2019 4:06AM
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • BattleAxe
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    No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t
  • Nifty2g
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    Arguing with a bunch of people that don't understand the concept & how things actually work will just make you want to rip your hair out.
    Some of the replies in here are hilarious though.

    And the adapt and overcome one, lol. Missing the point completely
    #MOREORBS
  • John_Falstaff
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    BattleAxe wrote: »
    No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t

    How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.
  • BattleAxe
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    BattleAxe wrote: »
    No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t

    How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.

    Idk maybe I’m reading this title wrong
    Reconsider the immobilization change of Trap Beast
    Isn’t this the title of the thread therefore the topic of the thread.

    But on to how do I plan to overcome the change by changing my play style and adapt to these changes. Is that not satisfying enough you want my build cup distribution and skills for a competitive leaderboard why would I share all this info. Plus what works for me may not work for you dude.
  • John_Falstaff
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    BattleAxe wrote: »
    BattleAxe wrote: »
    No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t

    How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.

    Idk maybe I’m reading this title wrong
    Reconsider the immobilization change of Trap Beast
    Isn’t this the title of the thread therefore the topic of the thread.

    But on to how do I plan to overcome the change by changing my play style and adapt to these changes. Is that not satisfying enough you want my build cup distribution and skills for a competitive leaderboard why would I share all this info. Plus what works for me may not work for you dude.

    In other words, you didn't bother to read the very first sentence of the opening post, you never ran vMA competitively, but you just had to say something vague and irrelevant about the topic you don't know anything about.

    I have no more questions for you.
  • colossalvoids
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    Most replies have no idea what they are trying to talk about probably, this is quite niche but very disturbing change for people pushing scores so no need to devaluate OP's opinion on a subject when clearly it's a statement and not a question here.
  • BattleAxe
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    BattleAxe wrote: »
    BattleAxe wrote: »
    No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t

    How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.

    Idk maybe I’m reading this title wrong
    Reconsider the immobilization change of Trap Beast
    Isn’t this the title of the thread therefore the topic of the thread.

    But on to how do I plan to overcome the change by changing my play style and adapt to these changes. Is that not satisfying enough you want my build cup distribution and skills for a competitive leaderboard why would I share all this info. Plus what works for me may not work for you dude.

    In other words, you didn't bother to read the very first sentence of the opening post, you never ran vMA competitively, but you just had to say something vague and irrelevant about the topic you don't know anything about.

    I have no more questions for you.

    Yet your asking for a skill to not be changed for one small portion of the game what about competitive score pushing for vet trials?

    And the common response assuming you know what I run in game. Solution for ur problem use turn evil but hey I have no clue right. Also aoe damage got a bit of a nerf so chances are even if they revert the immobilization your apes may not kill the mobs before the immobilization ends.
  • Supernatural
    Supernatural
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    BattleAxe wrote: »
    BattleAxe wrote: »
    BattleAxe wrote: »
    No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t

    How do you plan to overcome it to return to your 600k+ vMA score again after the nerf? I mean, you surely have as much since the whole thread is about score pushing in vMA, not just clearing vMA per se. ^^ And if you're commenting here, then you must have a clear idea on how to keep achieving such scores.

    Idk maybe I’m reading this title wrong
    Reconsider the immobilization change of Trap Beast
    Isn’t this the title of the thread therefore the topic of the thread.

    But on to how do I plan to overcome the change by changing my play style and adapt to these changes. Is that not satisfying enough you want my build cup distribution and skills for a competitive leaderboard why would I share all this info. Plus what works for me may not work for you dude.

    In other words, you didn't bother to read the very first sentence of the opening post, you never ran vMA competitively, but you just had to say something vague and irrelevant about the topic you don't know anything about.

    I have no more questions for you.

    Yet your asking for a skill to not be changed for one small portion of the game what about competitive score pushing for vet trials?

    And the common response assuming you know what I run in game. Solution for ur problem use turn evil but hey I have no clue right. Also aoe damage got a bit of a nerf so chances are even if they revert the immobilization your apes may not kill the mobs before the immobilization ends.

    Turn Evil is not a viable option, due to its cost. It did get reduced but it is still very high to be spammed. But apart from that, again, you do not have the bar space. And even if you did, you do not have the time to cast both trap and turn evil, as even with a 2s immobilization durarion, you cannot afford to drop trap beast completely. Minor Force is extremely vital. As far as nerfed AOEs go, mobs will be totally killable within the 6s immobilization.

    Anywho, the change I am proposing is really simple and will not hurt anyone.
    Edited by Supernatural on July 19, 2019 1:25AM
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Supernatural
    Supernatural
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    https://youtu.be/1d3vu2KZX5s

    This is a score I recently got. Even if you are not a very experienced player, you can easily realise how important trap beast is. And you can realise how much of a negative impact will a 2s immobilization have in scorepushing.
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • Supernatural
    Supernatural
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    It displeases me greatly that Trap Beast did not get looked at at all in the latest patch notes..
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
  • YoungJacques69
    YoungJacques69
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    BattleAxe wrote: »
    No point in arguing here some People are unwilling to change their bars around or use different skills To make up for changes to certain play styles. I’m sorry but I stand by my earlier statement adapt and overcome or don’t

    @BattleAxe did your mom drop you on your head? Or are you just dumb as ***?
  • Supernatural
    Supernatural
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    I am purposely bumping my own post, as I would really like this to get a lot more attention and looked at.

    I truly cannot understand the reason behind all these changes to trap beast. Nobody asked for them. A six second immobilization will really hurt no one.
    Edited by Supernatural on July 31, 2019 4:52PM
    Maelstrom Arena - World's First Nightblade 600k Score - 02/18/2017
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