Ensley03 wrote:
I am by no means a master of traps, and don't want to make changes like this unless people really want it, which is why I put this up. When mentioning trash, I was thinking of how it's used to burn down the random gen trash bosses.
From my experience playing with these trap sins though, everyone just gets annoyed when they drop Inferno traps. Yes the bosses do attack the traps, but they also spam crazy novas, falling rocks, and blizzards on everybody, so much so that the game geeks out and everything goes invisible, and the other players in the game ask the Sin to stop doing it.
If people want it left alone, then we'll leave it alone.
Perhaps in normal mode, where people prefer to zerg bosses, it is perhaps contemptible that someone is causes counters too much in the melee zone. But realize this, that most logical people slow their DPS(especially if there are multiple melee in harder areas) if they feel they're causing too many counters already.. and it's the same for any near point blank dps.
Most deep range spam do not have have to worry about hurting melee, with counters that target them like blizz. But, trappers have to be pretty close to a point blank dps for bosses if they want to hurt them. Understand, when doing hell bosses as a melee zealer I would advise that only 1 melee operate at a time. This is because the counter spam of 2 melee is already too much for things like rock fall, and among other things.
Trappers are not just a caster support class, but, a highly risky to self and others point blank boss killer. It's not that traps are annoying, it's that there are too many cooks in the kitchen when they're doing dps. Melee absolutely cannot take strong counter damage, while progressing, while having other near point blank dps counters around them.
That is the ultimate issue, and so you want to remove point blank dps class because it interferes with other point blank dps, it isn't logical to someone who's had experience with them end game.
Counter spam can be useful. De Seis for example teleports onto whatever is hitting him. And, bosses that teleport away almost nullify the traps all together. It's mainly bosses like duriel's aoe stomp thing that cause actual counter problems. Bosses like molec who counter alot can actually get players to DC if you can place all 5 cb traps perfectly. I would not say that really is a problem with the traps, but, a problem with molec; because I've seen him also make the screen turn invisible with a party that just has alot of fast attacks.
Basically, traps are a unique situational close range mechanic to bosses in the game that they deal up close damage. I wouldn't mind much if the traps changed spells, but, not their unique close range function, and, as long as the point blank high damage/risk remained on inferno/bolt
No short range build desires to be paired with other fast attacking melee/short range. But, you won't hear any complaints on bosses that no one wants to get near; like the summoner who favors range.
Traps already have been nerfed every other patch and do subpar damage to most bosses. I suggest if you really want to, to just remove the counters from inferno/bolt traps. Traps and classical sins have already been nerfed every other patch via whimsical whims when the real culprits are zons... and fried chicken.