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Fix For Shadow Trap? - Bringing Back the Mobile Thief!


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 Currently, all old thief players know that the Shadow Trap and its mark/return features are bugged when it comes to the terrain.

To understand where it stands right now, we have to take a look back at what it used to be prior to the patch that messed it up (too far back to remember)Before the fix, all you had to do was place it on a spot where you could run up to without jumping/falling, have someone trigger it or deactivate it and teleport back to it with Trebuchet range (10,000 units). This made roaming in WvWvW and decapping points / guard dogging the points in SPvP amazing, we (thieves) were at the top of our mobility, not even mesmer portals were that good. Fast forward to now. We can place our traps just fine, Have them triggered/deactivated to teleport to them just fine...if there was nothing in the pathway/line of sight straight to the placement point. There are other things wrong with Shadowtrap too, don't think for a second it will be a simple fix. Take a look at the notifier icon, like Portal Entre' and Exeunt on Mesmer profession. They have a notifier of how long they have to use Exit / how long the portal exit and entrance will last. Not only this but Shadowstep for thieves have a notifier for the skill itself as the icon as Shadow Return. What Shadowtrap would need as well as the first paragraph would be such a notifier icon above the right side of the health bar like the portal and shadow return icons have for the 120 second version of the placed Shadowtrap & an icon for Shadow Pursuit (the skill when someone triggered Shadowtrap). Now, take a look at Phase Traversal on the Revenant class. This skill shadowsteps to your target as long as there is a true valid path (no jumping/falling) and ignores line of sight. If the player is within Target Range (able to click on them) followed by a Phase Traversal then you, even though you are well beyond the Phase Traversal's Range, would still be teleported to the max distance closest as possible to your target. Combine all of these points made, apply similarities and you have one hell of a return for Shadow Trap. You would have the QoL improvements to it for icons notifications, The Phase Traversal anti-line-of-sight mechanic that Phase Traversal uses even if you are out of range so your skill usage for Shadow Trap will still teleport you to the closest distance possible for utility and reliability, as well as a way to utilize a skill gathering dust in the Utility Bar.

We must have this skill looked at lest we start pidgeon holing builds onto players with thieves with disregard any build diversity!

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@Titan.3472 said:

@Morwath.9817 said:Thief is way too mobile as it's.

Tell that to Rifle Deadeyes lol

Rifle Deadeyes are bad, because Rifle is bad, like Soulbeast Dagger is bad, or Firebrand Axe is bad.Yet, nothing is preventing Deadeye from using Shortbow to travel around the map with lightning speed as far as Quaggan knows.

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I actually don't understand why they can't fix it. Mes portal works despite the terrain. The logic is there. All they need to do is to change it from walking to teleport, like mes portal does.Shadowtrap is also a very very very niche spell. I honestly don't see how it would break the game nor i think lot of thieves (outside of some hipsters) would use it due to it being only teleport without condi cleanse etc. ShS is kind of mandatory given current state of condi spam and we have only so many utility slots.

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  • 2 weeks later...

traps overall feel clunky nowa days due to the delay changes, and the revert back to physical damage so u pop out of stealth. All these abilities look cool on paper but there clunkyness paired with all the blocks, sustain, etc. They just feel downright useless. Trip wire and Shadow Trap should be more like "GOT YA!" abilities but there is just too much trash abilities in the game. Thief could be great at setups if the traps did what they were supposed to, but even with precise timing and care, they are sub par. Its a pity too because sooooo many utilities of ours are nearly useless because of eithe being unreliable or simply non game changing since there are so many ways to negate skilled abilities through passives and easy one button presses.

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  • 2 months later...
  • 3 months later...

I think it was just skill's actual range has been changed long ago without updating the description, since i have no actual problems when using Shadow Trap in less then 5.000 units distanceWhen there is a valid path, obviouslyAnd there is a nice bonus in the skill, as Destroy Shadow Trap, even if castable, breaks stun at the start of channeling

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