Been in sanctuary bridge. Guess how many traps were laid out THROUGHOUT THE ENTIRE BRIDGE by two viking classes.
...seriously, how is this not fixed? How many classes in game have their feats overlap and stack on top of the same one? Perhaps people have been whining for so long about other stuff that the dev's attention has been somewhere else, but IT'S JUST BS. There are literally LOADS of games out there which feature similar skills, and specifically DISALLOW multiple-spamming of laid out structures, traps, etc..
There are a lot of alternatives as seen in other games:
1. Limit it to two traps at max or something, then afterwards each new trap dismantles the oldest one.
2. Set a trap duration. reduce the cooldown to 20, but LET THE COOLDOWN START AFTER A TRAP LAID IS USED UP or duration expires, with duration of maybe 1 minute.
Or.....make a note of the people who do this and don't play with them.
The number of times you get matched with people who do this( which is part of the game) is few and far between and the chance of getting multiple minded people on the same team is ever less.
Just because you get the odd game where people maximize there feats and people continue to play into there trap doesn't call for a nerf....
This is why devs ignore these "issues" ""cough cough ""
How does this "nerf" affect anyone who doesn't abuse it at all?Originally Posted by xRocketfishx Go to original post
Oh that's right, it doesn't -- hence, not a "nerf" -- but only addresses abuses. No?
Just no, just, no. I am a zerker and I can tell you for a fact that the traps you just referenced:Originally Posted by kweassa1 Go to original post
A. Stunning trap does zero damage and only affects one person unless somehow magically two people hit the circumference at the same time which is highly unlikely.
B. Bear trap which is the only other trap that Vikings have does very little damage and holds someone in one place for less time than a shinobi's heavy attack.
I generally place the traps is literally the same location to block off an area moreso than to drop someone OOS and be at a stamina advantage for a short duration. But with stamina regen, the effect is very small and it's more used as a means to shock a person and have them think twice before going into an area, which usually works. If you don't want to get hit by a trap, do three things. First try an alternate path as it is probably not trapped, second look at the ground, if you see a garlic bulb looking thing, that's a stunning trap, if you see a bear trap, well, you only have yourself to blame for walking into it, and third, travel with a teammate and have one person set off the trap and the second person go into the area, effectively nullifying the trap entirely.
Traps need a nerf like catapult needs a nerf, both are annoying, but both have a means to escape them.
Did you not read what I've wrote? THERE IS NO "ALTERNATE" PATH because two viking class players have laid out traps to the entirety of the two bridge connections leading to A.Originally Posted by DimmerScroll021 Go to original post
There is literally ZERO justification in a set-up skill to be spammed multiple times. That's why -- as mentioned.
Can someone just "save up" on catapults and fire them 4~5 in a row?
How about we let centurions save up on pugio and let him root/incapacitate someone 3~4 times in a row?
You can't "save up" traps. You put one down, and then there's an obnoxiously long cool down. Why did it take so long for your team to get there? Even when feat cool down was a stat, i have hadv exactly ONE opportunity to drop TWO bear traps. However! There are traps for feat level 2 and 3. So. If you've got two players they could lay for traps all at once. But that just sounds like good feat economy and fortification to me. Unnecesary nerf.
How many games has this happened to you, as I've never seen that? Guess I'm a lucky one.
Stunning trap, 45 second cooldown. There are three paths from spawn to your closest zone. Revive timer on execution is 15-20 seconds maybe. If you cross the initial wooden bridge the number of paths to closest hold point increases to four. With two Vikings dropping traps even right after cooldown, they wouldn't be able to hold all of the points with the number of people that would filter through those areas. It's literally impossible. I just set up a custom game and attempted to place at all three choke points and it took 2:15 to do it, which even if I had a squad trouncing 4 people, I would not be able to do it alone.Originally Posted by kweassa1 Go to original post
So now add a second person in, they would literally have to stop what they are doing to hold a zone, travel out to the choke point and lay a trap, and if we alternated traps it would halve the time. So we could initially lay two traps on two choke points every 45 seconds. So after 45 seconds we could lay four, one on each side and two on the center bridge, and that's if we didn't get engaged by an enemy which is very highly unlikely.
And that 45 seconds assumes no one has left the spawn in 45 seconds, and that is even less likely unless my team was getting annhilated, in which case this isn't a discussion as we would lose.
So again, not seeing the issue with the traps.
In what world do you live in where you call that "abusing" feats. Heavens forbid someone play smart with protecting zones. Heavens forbid you get 2 or 3 same minded people on one team.Originally Posted by UbiJurassic Go to original post
Playing smart isn't abuse....oh and a timer on a trap??? Please get real.
Maybe everyone should start calling for nerfs/removal of things they don't like and then they can just delete the game.
For someone who's been here since beta, to even complain about something like this just says a lot in its own