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Traps in PvM

#1
Going the route of the trapper takes a large time/resource investment to run to 120 tinker/detect hidden and placing the traps runs a high cost as well. For every iron explosion trap you need to use 2 iron ingots for the trap wire, 9 regs, and 1 bottle for the greater explosion pot. In return, you get to place a trap with a 2 radius that does roughly 300dmg. Now, you can place 7 traps per 3 minutes which would be 2100dmg in total for the cost of 14 iron ingots, 7 bottles, and 56 regs. Now I get that these are AOE and have the potential to do much more damage vs many mobs, but with the current mechanics and the low radius on the lower tier traps it makes it unlikely to apply the damage to more than 2 mobs at a time, and even then, you need to wait for another 3 minutes to place your next 7 traps. The other issue is the very low availability of the gold and platinum trap wires making it even more difficult to realize the maximum potential of the trapper.

My suggestion for improvement would be to reduce the timer to 2 minutes at 120 tinker/detect hidden and make it so that we are able to craft the bronze, silver, and gold wires.

Trapper build is extremely niche by nature and few people run it as it is more viable to run any other template that has a higher dmg output over time for lower-cost investment. These changes may allow it to become more than just a novelty in the game that has very limited applications in mini/boss/shrine fights.

Anyone else have thoughts on how to improve the trapper's viability? Please share.


Edit: I also forgot the large number of materials you need to carry with you while playing a trapper. Many heavy potions and trap wire are needed to be able to sustain yourself in the field which lowers your overall haul per time entering the dungeon.
 
#2
unlikely to apply the damage to more than 2 mobs at a time
It's challenging, but quite possible to trap 3-5 mobs at a time using copper or better.
- You have to play the build accordingly.
- The problem is not enough (worthwhile) spawns in dungeons / overworld are setup to enable this build to do what it must do (kill swarms of mobs).

I would like to see select swarm spawns in dungeons / overworld.
I would like to see an increase in the snapback distance to allow more opportunities to cluster mobs together.


need to wait for another 3 minutes to place your next 7 traps.
Shrines... yes, it necessary for balance.

Dungeons/Farming... no, it is not necessary for balance.
You're never going to trap 10+ decent mobs on the reg in dungeons or overworld spawn, it's just not possible to find those opportunities.

I would like to see separate trap limit restrictions specifically during Shrines -vs- PvM/Farming/Dungeons.

very low availability of the gold and platinum trap wires.
improvement ... able to craft the bronze, silver, and gold wires.
Yes, we need a craftable recipe.
- Even with an entire guild helping to supply me with gold/platinum wire, the amount I have collected is so extremely low that I've only used gold/platinum for ~25 traps over a period of months.
- Meanwhile I have placed ~3000 traps with Copper/Silver wire in the same period of time.
- It's not worth the effort in the slightest to gather these.

I would like to see craftable copper/silver/gold/platinum wire with a semi-rare material requirement (similar to arcane scrolls).

large number of materials you need to carry with you while playing a trapper
Yes, this is a problem.
- I hit the 125 item cap frequently, I have to carry kegs with me to reduce my item count, every additional item in my bag matters.
- This is compounded by the fact that I am a Scribe + Summoner, I have to carry Scrolls + Arcane Runes + Summoning Stones + Wire + Potions + Detonator + regular supplies (regs, trap pouch, etc).

I would like to see a 50% reduction in item counts used for stacked potions.