🛈 Announcement
Greetings! The Division forums are now archived and accessible in read-only mode, please go to the new platform to discuss the game
  1. #1

    Repair Trap Opinions

    It's interesting, really. Kinda cool, mine currently can heal at 2.2 million.

    However it's value is drastically hit by it's mediocre healing radius of 0.5 meters.
    The Warhound healing trap actually has a decent radius to it & works efficiently as so.

    It's a precision healing device, more than a proximity healing device.
    *** Pretty much acts like a deployable armor kit for when a player needs to heal up.
    However it's deployment is a little off/doesn't always line up with what's indicated prior to tossing.

    To make it a generally effective skill in casual play, I'm definitely recommending a decent radius increase. You legitly have to stand directly on a node & wait even after detonation for it to fully heal teammates. It's fine for well coordinated friends & clanmmate runs, but for random casual matchmaking it's too tedious for teammates to utilize. Aside form the "Cool Factor" of being something new, all the other healing skills outclass the Repair Trap as is, significantly.

    It needs work/adjustments, big time.


    BTW, anybody can voice their view on it here.
     3 people found this helpful
    Share this post

  2. #2
    I can't work out what it's for, really. A shorter range (both in how far you can deploy it and how close someone has to stand to get some heals) and not as precise as the chemlauncher, and only one charge (well, several charges but they all come out at once) so it's not much good for distance healing to cover someone making a push, and it's obviously no replacement for a hive.
     1 people found this helpful
    Share this post

  3. #3
    Originally Posted by ElBiggus Go to original post
    I can't work out what it's for, really. A shorter range (both in how far you can deploy it and how close someone has to stand to get some heals) and not as precise as the chemlauncher, and only one charge (well, several charges but they all come out at once) so it's not much good for distance healing to cover someone making a push, and it's obviously no replacement for a hive.
    Exactly, it pretty much requires extra effort on the recipients end to benefit from, which kinda ruins the whole point of the medic able to spam out repairs.Some dps or tank isn't going to spend time making sure they stand pinpoint on a mine to benefit from the whole heal.

    During the Manhunt Mission for Hornet, the allied Warhound fires single repair trap mines THAT HAVE A RADIUS. That is what our Repair Trap should have, but they don't. A player must stand on the detonated mine to receive the full heal. Really, was this TESTED at all before release???? Switching from the explosive trap is looking like a big mistake devs.

    Or, the mines should not detonate & instead deal a passive healing cloud for those in their radius, for the skill duration.
    There's like 3 meters of cool green foggy healing cloud effects around each mine, & they do nothing...lol.
    Hey forum reps, if you could do a favor & pass that idea (2 sentences above this) to the devs, because the repair trap really sucks right now. I can get my repair trap to now heal at over 2 million per mine, but it's useless unless a player goes out of their way to stand over the detonated mine to heal. The demo clip of the skill in the Quartermaster skills page is misleading. Running through a mine gives practically no heal back, you have to stay right on it to really benefit.

    So either it needs a decent detonation radius, or the mines don't explode & simply dish out ongoing passive healing clouds. It's seriously so sucky at end game/high tiers as is, makes it as the season end reward kinda feel like a middle finger. Really, with a max'd out top end healer build I felt like an idiot trying it on a heroic run with randoms. With the 2 million per heal the mines say they offer, barely at all did it perform even sub par on actually working efficiently.
    Share this post

  4. #4
    zigMAGNA's Avatar Senior Member
    Join Date
    Jun 2019
    Location
    The Interwebs
    Posts
    1,257
    Originally Posted by ElBiggus Go to original post
    I can't work out what it's for, really. A shorter range (both in how far you can deploy it and how close someone has to stand to get some heals) and not as precise as the chemlauncher, and only one charge (well, several charges but they all come out at once) so it's not much good for distance healing to cover someone making a push, and it's obviously no replacement for a hive.
    i don't quite understand the rule set of conditions this skill is for either..
    i mean if it's a "TRAP".. what is it?.. i always thought they were like caltrops..
    so if they are a type of caltrop.. they should stick to your boots once stepped on.. and should continue healing you after you walk away from it's initial deployment area assuming you stepped on some.. but then again.. what is it?.. bc maybe it's not like a caltrop.. i duno..


    Originally Posted by VampiricVulpix Go to original post
    ..............

    So either it needs a decent detonation radius, or the mines don't explode & simply dish out ongoing passive healing clouds. It's seriously so sucky at end game/high tiers as is, makes it as the season end reward kinda feel like a middle finger. Really, with a max'd out top end healer build I felt like an idiot trying it on a heroic run with randoms. With the 2 million per heal the mines say they offer, barely at all did it perform even sub par on actually working efficiently.
    so we can hack a BT warhound... but we can't steal those darn "healing stations" those Lieutenant BT's have eh?.. lol.
     1 people found this helpful
    Share this post

  5. #5
    Originally Posted by zigMAGNA Go to original post
    i don't quite understand the rule set of conditions this skill is for either..
    i mean if it's a "TRAP".. what is it?.. i always thought they were like caltrops..
    so if they are a type of caltrop.. they should stick to your boots once stepped on.. and should continue healing you after you walk away from it's initial deployment area assuming you stepped on some.. but then again.. what is it?.. bc maybe it's not like a caltrop.. i duno..




    so we can hack a BT warhound... but we can't steal those darn "healing stations" those Lieutenant BT's have eh?.. lol.

    & don't forget!!!....

    When we load our own Repair Trap into the Warhound, it magically gets a radius & temp gives us 100% hazard protection! So yeah, everything makes sense when things aren't supposed to be fair & reasonable!
    Share this post

  6. #6
    I think its awful and every other healing skill is just better by a far distance.
    Only purpose i could see is in a raid when the healer cant be everywhere and the team has to split up and the healer leaves one trap for a team on the other side of the room.
    I dont know man sad skill.Something the game doesnt needed.
    Share this post

  7. #7
    Would have been far better just to give us the healing box from TD1 and scale it based on skill tiers, simple and it worked perfectly.
    Share this post

  8. #8
    It's pretty bad, I don't see a use for it. It's also a wasted opportunity by the develops to give something nice back to the players before charging money on the new skyscraper.
    Share this post

  9. #9
    xcel30's Avatar Senior Member
    Join Date
    Jun 2016
    Posts
    8,155
    My guess it's just that was made to leave a healing zone so whoever needs healing would proc a charge and then come back, but considering this is a cover shooter it just ends in a odd spot over more constant healing that other skills do
    Share this post

  10. #10
    Zathras23's Avatar Senior Member
    Join Date
    Apr 2016
    Posts
    2,471
    Healing trap? The only opinion I have of it is something I won't be using until they increase the trigger radius and probably not even after that.
    Share this post

Page 1 of 4 123 ... Last ►►