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View Full Version : Traps.....Have They Seen the End?


Apple Tox
07-06-2008, 17:09
Ok..so lookie here.

Traps are one of the is advantages in GW right now for soloing, balth farming, or what have you. Only problem is...in GW2...

We can jump.

How is this going to affect the trap-game of the current GW? Are devs going to make it unrealistic, and have traps triggered even when you jump over them? Or are they going to take a more WoW aproach and add snares and instant activated traps that don't need to be triggered?

What are your thoughts on the matter?

~Apple

Raiala
07-06-2008, 17:33
Żou can jump over a trap, but if theres two you fall on the later. If you don't know to jump at the right point, you get hit. If you do, you don't. No problem there:)

Skyy High
07-06-2008, 17:55
Well, set the trap as a trap (ie, the enemy doesn't know it's there), and not as a simple area denial effect. Can't jump over it if you don't know it's there.

Of course, that could just lead to people spamming jump constantly...please please please put some kind of cool down on jumping. Bunny hopping ftl.

sorudo
07-06-2008, 18:32
lol, had a bunny hop thread ones, a 2 page(or was it 3?) thread came out that there should be a stamina system for jumping.

Raiala
07-06-2008, 18:40
Hmmh... Agree about the stamina for jumping.

Apple Tox
07-06-2008, 19:12
Stamina sysem???????????

No offense but thats a horrible idea IMO

WoW has jump..dungeon runners have jump

No stamina system there and PvP works just fine.

Besides, your more likely to triger a trap if your jumping around lol.

Alaris
07-06-2008, 19:32
There should be some plausible drawback to jumping. Perhaps reduced armor (try blocking while jumping)...?

Wethospu
07-06-2008, 20:22
Anyone played Conquer?

You can jump there like no tomorrow and melee classes have hard time hitting jumpers (like caster or rangers). Like that game wouldn't suck anyway too...

Skyy High
07-06-2008, 23:51
WoW has jump..dungeon runners have jump

No stamina system there and PvP works just fine.
Yeah, but it looks dumb as hell. Characters in full armor, carrying all kinds of weapons, bunny hopping all over town...I honestly don't get what is the infatuation with being able to bounce like a 4 year old who just snorted a box of Pixie Stix, but kindly keep it the hell out of GW.

And saying, "It works in WoW's PvP, so it must be okay," is about as persuasive an argument as, "FedEx quests work in WoW's PvE, so they must be good."

sorudo
08-06-2008, 00:17
Stamina sysem???????????

No offense but thats a horrible idea IMO

WoW has jump..dungeon runners have jump

No stamina system there and PvP works just fine.
and both WoW and dungeon runners have a horrible way of jumping, and you can't compare WoW with GW if you have never seen GW2 ever.
what if you can jump over the traps and it isn't like some other game, then what?

Advocate Rhino
08-06-2008, 01:17
They are keeping in target locking in GW2, which I assume means automatically pursuing your target, so having a hard time hitting bunny hoppers shouldn't really happen. If anything, considering how you can't change direction during a jump, jumping would probably be detrimental to pvp most of the time.

That said, I agree that bunny hopping should be kept out of gw2. I'd honestly be happiest never needing to push a jump button at any point in pvp.

Tru Reptile
08-06-2008, 02:50
They are keeping in target locking in GW2, which I assume means automatically pursuing your target, so having a hard time hitting bunny hoppers shouldn't really happen.

Good point.

If anything, considering how you can't change direction during a jump, jumping would probably be detrimental to pvp most of the time.

Just to nit-pick, I remember playing video games where you can most certainly change the direction during a jump.

That said, I agree that bunny hopping should be kept out of gw2. I'd honestly be happiest never needing to push a jump button at any point in pvp.

I can see how bunny hopping can be annoying, but not to the point where they have to add a stamina bar or whatever. Besides, if people do decide to bunny hop in PvP they would more than likely get killed alot, since if all they do is bunny hop then they wont be doing much of anything else.

Maybe you might not even be able to attack or cast a spell as you jump, so jumping is just for moving around in the environment and not combat related.

kate sullivan
08-06-2008, 05:16
sorry but your mistakenyou can use skills while jumping so jumping around might still be effective

Heartwork
08-06-2008, 11:55
They could always add it so that traps have a larger area of effect, or that landing within a certain distance of the trap triggers it at your location.

But bunny hopping is hella stupid, it makes every battle in WoW irksome as hell.

Jair of the Forest
08-06-2008, 13:40
Traps that actually have a much bigger effect on people attempting to jump over them?

sorudo
08-06-2008, 16:01
there could be a skill that shows a fake trap but the trap is set around that fake one, so even if you want to jump over it you actually standing on it before you jump.

Lamuness
08-06-2008, 17:26
Eh, I doubt that they would implement a fake trap skill just to divert jumping. If you've seen the radius of a spike trap, that thing is gigantic. There's no way in hell you would be able to jump over that.

sorudo
08-06-2008, 22:16
you don't know that, jumping might be higher then you expect.
but then again, you can't expect Anet to keep all the GW1 skills in GW2, especially since they need to fit the movement effect.

Rob Van Der Sloot
09-06-2008, 00:47
How about just adding wall and ceiling traps (http://www.youtube.com/watch?v=-5pRIKrlM8g&feature=related)? Can't jump over those.

Wethospu
09-06-2008, 10:08
About jumping I would like to see one which couldn't be used for running/moving. Instead of that it could be used like jumping over small walls, etc.

Small jumps!

Akirai Annuvil
09-06-2008, 13:14
About jumping I would like to see one which couldn't be used for [..]/moving.
...do you realize what you're saying?

Chareos Rantras
09-06-2008, 15:50
I say to hell with jumps!!

I dont need em so nobody needs em :rolleyes:

Scott the Green
10-06-2008, 04:43
Traps that actually have a much bigger effect on people attempting to jump over them?

Like a short tree tied down and ready to spring up into the first person who comes along. A little thwack in the face for people on the ground. A big thwack in a delicate area for people jumping over it.

Wethospu
10-06-2008, 09:05
...do you realize what you're saying?

That you can't just skip all fights by jumping through areas.

Nemeon Lion
10-06-2008, 16:52
That you can't just skip all fights by jumping through areas.


What Akirai mean't is that by having traps that completely remove the ability of a character to move is overpowered.

Even in current GW, the highest snare available is a 90% reduction, and those last 10 seconds at most (Icy Shackles), and always with conditions to meet.

Having a trap that unconditionally completely removes movement would make kiting useless, and warriors would have a great time chopping down monks or other squishies.

Jair of the Forest
10-06-2008, 17:07
How about just adding wall and ceiling traps (http://www.youtube.com/watch?v=-5pRIKrlM8g&feature=related)? Can't jump over those.

If rangers could only do that....*drool*

Doesn't even have to make them overpowered if you think for a sec, would just make traps look cooler. Traps in GW have always a bit disappointed me.

Trinity Fire Angel
11-06-2008, 05:40
Ele: Binding Earth: 5e-1c-15s - Hex; For 10 seconds, Target Enemy Cannot Jump.

Ele: Unstable Earth: 10e-2c-20rch - Ward; For 18 seconds, Foes in the Area cannot jump

Warrior: "Come Back Down to Earth": 10e - 10rc - Elite Shout; If the target is airborne, when they land, movement is restricted to 90% for 5 seconds. This shout cannot be removed.

Mesmer: High Flyer: Elite Hex; 10e-3c-20s: For 10 seconds target foe is stuck in the air. If target foe is current not moving they are raised into the air.

Ele: Air Spikes: Spell; 5e-1c-7r: If Target Foe is Airborne they receive 10-100dmg.

Neco: Lead Balloon; Hex; 10e-2c-20r: The next time target foe lands they receive a deep wound for 1-18 seconds and begin bleeding for 2-7 secs and become crippled for 1-10secs

In any system that has jumping, i beleive there must be skills and systems for discouraging jumping. etc etc.

Wethospu
11-06-2008, 10:08
What Akirai mean't is that by having traps that completely remove the ability of a character to move is overpowered.

Even in current GW, the highest snare available is a 90% reduction, and those last 10 seconds at most (Icy Shackles), and always with conditions to meet.

Having a trap that unconditionally completely removes movement would make kiting useless, and warriors would have a great time chopping down monks or other squishies.

As far as I understood I haven't talked about traps at all. :sealed:

Undead Priest
11-06-2008, 22:00
Maybe I'm missing something here, but in GW1 in most cases can't you just walk around a trap to avoid it?
I mean if you do know exactly where a trap is you can avoid it quite easily in GW1.

the whole point of a trap is that you lay it down and then an unsuspecting opponent trips it.

If in GW2 when you can jump, you still don't know where the traps are, your ability to jump wouldn't prevent you from tripping them, even constantly bunnyhopping wouldn't save a person from landing in the invisible bounds of a well laid trap, so while it might mean a few changes to how traps function (more focus on spike damage instead of DoT) I certainly don't see how it would preclude their use.