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  1. #1

    Nail trap is OP in game modes without healing.

    The nail trap that the shinobi (I think) and the shaman can use, which does rediculous bleed damage, is over powered in game modes like tribute and elimination. The reason is that it leaves only one bar of health without bleed damage meaning that your character can go from full health to one hit to kill in a single unpredictable hit.

    I know what you're all thinking... "But the catapult does the same thing, how is that balanced then!?" I hear you cry. Well, the catapult can miss. It has it's small glowing circle and almost everyone will attempt to dodge it, and most will manage unless they're being held there by your team mates.
    The nail trap is different though, because it's reactive. It's guaranteed to hit someone if they enter its radius. As far as I know, there's no way to disarm or avoid damage from these traps. That's why it's OP.

    It's not too bad in Dominion since you can just retreat to an empty control point and heal up, but in Tribute or elimination where there's no recovery of health it can make your character useless for a life. It's especially terrible if you've got 2 or 3 offerings as you then have a massive re-spawn timer too.

    Please either allow us to dodge the nail bomb or reduce it's damage. Maybe allow it to trigger 3 times but for a third of the bleed damage each time?
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  2. #2
    Originally Posted by Duskmare Go to original post
    The nail trap that the shinobi (I think) and the shaman can use, which does rediculous bleed damage, is over powered in game modes like tribute and elimination. The reason is that it leaves only one bar of health without bleed damage meaning that your character can go from full health to one hit to kill in a single unpredictable hit.

    I know what you're all thinking... "But the catapult does the same thing, how is that balanced then!?" I hear you cry. Well, the catapult can miss. It has it's small glowing circle and almost everyone will attempt to dodge it, and most will manage unless they're being held there by your team mates.
    The nail trap is different though, because it's reactive. It's guaranteed to hit someone if they enter its radius. As far as I know, there's no way to disarm or avoid damage from these traps. That's why it's OP.

    It's not too bad in Dominion since you can just retreat to an empty control point and heal up, but in Tribute or elimination where there's no recovery of health it can make your character useless for a life. It's especially terrible if you've got 2 or 3 offerings as you then have a massive re-spawn timer too.

    Please either allow us to dodge the nail bomb or reduce it's damage. Maybe allow it to trigger 3 times but for a third of the bleed damage each time?
    When you see red from a trap, Dodge. Trap avoided.
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  3. #3
    There is no red from a trap... The red for a trap only appears for the team that placed the trap... Or am I just a little unobservant, hahaha?
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  4. #4
    Originally Posted by Duskmare Go to original post
    There is no red from a trap... The red for a trap only appears for the team that placed the trap... Or am I just a little unobservant, hahaha?
    Right before it hits you it flashes red in the area. Just like how bombs have a red circle letting you know it's there, traps light up right before it hits. I only wish we could dodge bomb damage too since they are now stronger than traps.
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  5. #5
    When the trap is in front of an Enemy’s Shrine is not possible to dodge it. I think Duskmare has a good point
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  6. #6
    The only time I've not dodged a trap is if it surprised me around a corner. Any trap can be rolled through.
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