Issues with traps were cost and mechanics. Both of them were solved with old DD.
This rework made them as clunky as they were before. Maybe they will be slightly better in a party environment with other guys pulling/grouping things for us? Solo they are extremely underwhelming.
And all of this is ignoring the fact that damage isn't even on the right spot.
Must add: Sticky traps design was actually cool to have especially with DD - for 30 hatred you had a continuous aoe pulse granted you had 2 mobs at least (it procced on itself). What was really down was the damage and some degree of clunkyness.
New traps will still require DD and the quiver, especially due to deploy speed. Problem is the mechanic that still looks pretty bad (drop down mines, use spender/generator) and has a definitely high ramp up.
Sticky traps rune solved the issue of having mobs to position themselves. New traps removed this and waiting for the right mob density doesn't look really interesting.
First impression with Shadow set + new quiver on PTR: Even with all the improvements, still too much effort to utilize traps yet too unnoticable gain.. Inferior to melting trash with AD and splash damage. I have to say it's utterly BS..
fuckyeah.jpg
So basically even reworked traps are useless. Well, let's wait for a set bonus making traps deal 286762986279% damage or buff our damage after a trap explodes by 40000% (which seems to me the only way they're able to design a set actually).
Finally Blizzard has decided to rework the Spike Trap skill since it was clear it had next to zero use in any environment, especially given how apart the Sticky Traps rune all of them were costly and dealt very low damage, plus not being able to control their behaviour.
Instead now we get this:
Custom Engineering Increase the duration of your Caltrops, Marked for Death, Spike Trap, and Sentry by 100%. / Increase the maximum number and charges of Sentries to 2 and number of Spike Traps to 4.
Spike Trap Cost: 10 Hatred / Lay a trap that remains dormant until another Hatred spender is used to detonate the trap. When detonated, the trap all other traps will explode in a chain reaction for 950% weapon damage as FirePhysical to all enemies within 8 yards of each trap. / You can have a maximum of 4 Spike Traps active at one time.
Long Fuse : Increases arming time to 3 seconds but increasesImpaling Spines / Increases damage to 9301220% weapon damage in a single blastas Physical. / Enemies hitWhen deployed, enemies within range are stunnedinstantly immobilized for 23 seconds.
Echoing Blast : Increase to 5751330% weapon damage as Cold. / The trap explodes in a singleOn detonation, the blast that freezesslowsany targets hit for 3 seconds. Whilst frozen damage is amplified by 20%.
Sticky Trap : Plant the bomb on a single targeted enemy. / After 1 second the bomb explodes dealing 915Custom Trigger / Increase to 1150% weapon damage to all enemies within 12 yardsas Fire. / Hatred generators will now detonate traps.
Lightning Rod : When triggered lightning chain hits up to 3nearby enemies within 10 yards. / Lightning will also arc from any triggered trap to any armedbetween all traps within 7525 yards. / All enemies are hit for 8801380% weapon damage as Lightning over 103 hits.
P42_ItemPassive_Unique_Ring_004 - Spike Traps gain the Impaling Spines rune and are deployed twice as fast.
p42_ItemPassive_Unique_Ring_945 - Your next non-channeled Hatred spender deals {c_magic}40% additional damage for each Spike Trap that it detonates.
Ideally it would be a nice skill to couple with the Shadow set due to raw damage increase and the aoe provided. Still we need more information on what the other items will actually do, especially Demon's Demise.
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Issues with traps were cost and mechanics. Both of them were solved with old DD.
This rework made them as clunky as they were before. Maybe they will be slightly better in a party environment with other guys pulling/grouping things for us? Solo they are extremely underwhelming.
And all of this is ignoring the fact that damage isn't even on the right spot.
Must add: Sticky traps design was actually cool to have especially with DD - for 30 hatred you had a continuous aoe pulse granted you had 2 mobs at least (it procced on itself). What was really down was the damage and some degree of clunkyness.
New traps will still require DD and the quiver, especially due to deploy speed. Problem is the mechanic that still looks pretty bad (drop down mines, use spender/generator) and has a definitely high ramp up.
Sticky traps rune solved the issue of having mobs to position themselves. New traps removed this and waiting for the right mob density doesn't look really interesting.
So basically even reworked traps are useless. Well, let's wait for a set bonus making traps deal 286762986279% damage or buff our damage after a trap explodes by 40000% (which seems to me the only way they're able to design a set actually).
BEHOLD.
Finally Blizzard has decided to rework the Spike Trap skill since it was clear it had next to zero use in any environment, especially given how apart the Sticky Traps rune all of them were costly and dealt very low damage, plus not being able to control their behaviour.
Instead now we get this:
Ideally it would be a nice skill to couple with the Shadow set due to raw damage increase and the aoe provided. Still we need more information on what the other items will actually do, especially Demon's Demise.