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Why doesn't the traps activate on world bosses?


migcun.5240

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Well... I don't believe that they are going to fix it then. But it should be fixed.

If that is actually the truth to this answer then it is ridiculous that is not been fixed yet, classes with specific mechanics can't carry certain skills because of a "error" or "miss hitbox", so many years to actually fix something old like this and still nothing.

This is pathetic, there are no other words to describe. This is when you notice when a company gave up on something.

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@"migcun.5240" said:Well... I don't believe that they are going to fix it then. But it should be fixed.

If that is actually the truth to this answer then it is ridiculous that is not been fixed yet, classes with specific mechanics can't carry certain skills because of a "error" or "miss hitbox", so many years to actually fix something old like this and still nothing.

This is pathetic, there are no other words to describe. This is when you notice when a company gave up on something.

Well, it's not just DH. Ranger and Thief traps from the core game don't hit them either. It's by design rather than something that needs fixing. As a side note, that's still how World bosses are done. I don't think the Death-Branded Shatterer from S4E4 triggers traps either.It's stupid but just something to live with.

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I'm going to assume "World boss" refers to Champion and Legendary enemies that appear as part of a meta event, or are on the event timer.

Let's begin.

Do Traps work on...

  • Svanir Shaman Chieftain? Yes. Both forms.
  • Shadow Behemoth? No.
  • Fire Elemental? No.
  • Great Jungle Worm? No.
  • The Shatterer? No.
  • Evolved Jungle Worm? No, all three.
  • Tequatl the Sunless? No.
  • Inquest Golem Mark II? No.
  • Claw of Jormag? No.
  • Modrem Vinewrath? Yes, all three Champions.
  • Octovine? No.
  • Mouth of Modremoth? No.
  • Admiral Taidha Convington? Yes.
  • Legendary Karka Queen? Yes.
  • Legendary Sand Giant? Yes.
  • Legendary Chak Gerent? Yes, all lanes.
  • Legendary Unbound Guardian? Yes.
  • Legendary Wyverns? Yes, both Aestus and Ignis.
  • Modniir Ulgoth? Yes.
  • Megadestroyer? Yes.
  • Verdant Brink Night bosses? Yes, all 9 of them.
  • Legendary Leyline Anomaly? Yes.
  • Legendary Choya Pinata? Yes.
  • Legendary Bounties in PoF and LWS4? Yes, all of them.
  • Ysshi Hessani and Pek Rakt Grag? Yes, both of them.
  • Executioner Amala? Yes.
  • Awakened Archon Iberu? Yes.
  • Death-Branded Shatterer? No.
  • Wrathbringer? Yes.
  • Volatile Oil Slug Sulypix? Yes.
  • Simulacrums in the Specimen Chamber? Yes, all 6 of them.
  • Zohaqan? Yes.
  • Pestilent Golem? Yes
  • Lake Doric Bosses? Yes, all 3 of them.
  • Legendary Forged Demolisher? Yes.
  • Crazed Doppelganger? Yes.
  • Josso Esher? Yes.

I'm going to stop here and say this: Yes, there are "enemies" that do not trigger traps. It sucks. But please don't go making sweeping statements like you have, because the fact is, these things aren't all as common as you would believe.

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@"Ojimaru.8970" said:I'm going to assume "World boss" refers to Champion and Legendary enemies that appear as part of a meta event, or are on the event timer.....

I'm going to stop here and say this: Yes, there are "enemies" that do not trigger traps. It sucks. But please don't go making sweeping statements like you have, because the fact is, these things aren't all as common as you would believe.

:) Hey ,

I'm not sweeping statements. It's a fact. I'm sorry if it offended you but this kind of "bugs/ wired stuff" are common, everyone sees it happening as many other things as forgotten classes or specialisations ( unfortunately). :(

Years passed, and besides the complains or suggestions from players, this situations are completely ignored.many of things that should have been taken care off already, some of them as soon as reported in forums or bug sections.

It was not my intension to sound rude.:)

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@"Ojimaru.8970" said:

I'm going to stop here and say this: Yes, there are "enemies" that do not trigger traps. It sucks. But please don't go making sweeping statements like you have, because the fact is, these things aren't all as common as you would believe.

They only missed a third of them, on a 4 year old class they charged fifty bucks to access, no biggie.. It's not like dragonhunter isn't in great shape otherwise, right?

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@LetoII.3782 said:

@"Ojimaru.8970" said:

I'm going to stop here and say this: Yes, there are "enemies" that do not trigger traps. It sucks. But please don't go making sweeping statements like you have, because the fact is, these things aren't all as common as you would believe.

They only missed a third of them, on a 4 year old class they charged fifty bucks to access, no biggie.. It's not like dragonhunter isn't in great shape otherwise, right?

Less than a third. Note that I have compressed multiple bosses into single entries, in some instances. Traps were part of the Ranger and Thief kits from the very launch of the game.

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@"Ojimaru.8970" said:I'm going to assume "World boss" refers to Champion and Legendary enemies that appear as part of a meta event, or are on the event timer.

Let's begin.

Do Traps work on...

  • Svanir Shaman Chieftain? Yes. Both forms.
  • Shadow Behemoth? No.
  • Fire Elemental? No.
  • Great Jungle Worm? No.
  • The Shatterer? No.
  • Evolved Jungle Worm? No, all three.
  • Tequatl the Sunless? No.
  • Inquest Golem Mark II? No.
  • Claw of Jormag? No.
  • Modrem Vinewrath? Yes, all three Champions.
  • Octovine? No.
  • Mouth of Modremoth? No.
  • Admiral Taidha Convington? Yes.
  • Legendary Karka Queen? Yes.
  • Legendary Sand Giant? Yes.
  • Legendary Chak Gerent? Yes, all lanes.
  • Legendary Unbound Guardian? Yes.
  • Legendary Wyverns? Yes, both Aestus and Ignis.
  • Modniir Ulgoth? Yes.
  • Megadestroyer? Yes.
  • Verdant Brink Night bosses? Yes, all 9 of them.
  • Legendary Leyline Anomaly? Yes.
  • Legendary Choya Pinata? Yes.
  • Legendary Bounties in PoF and LWS4? Yes, all of them.
  • Ysshi Hessani and Pek Rakt Grag? Yes, both of them.
  • Executioner Amala? Yes.
  • Awakened Archon Iberu? Yes.
  • Death-Branded Shatterer? No.
  • Wrathbringer? Yes.
  • Volatile Oil Slug Sulypix? Yes.
  • Simulacrums in the Specimen Chamber? Yes, all 6 of them.
  • Zohaqan? Yes.
  • Pestilent Golem? Yes
  • Lake Doric Bosses? Yes, all 3 of them.
  • Legendary Forged Demolisher? Yes.
  • Crazed Doppelganger? Yes.
  • Josso Esher? Yes.

I'm going to stop here and say this: Yes, there are "enemies" that do not trigger traps. It sucks. But please don't go making sweeping statements like you have, because the fact is, these things aren't all as common as you would believe.

So the trend I’m seeing is that they don’t activate on stationary bosses.

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@migcun.5240 said:

@Ayrilana.1396 said:So the trend I’m seeing is that they don’t activate on stationary bosses.

Stationary usually means they don't have a hitbox. Instead they have that cross-hair targeting, usually on several body parts.

Those are all still hitboxes.

Still, it doesn't trigger the traps. It should

Maybe, maybe not. Structures tend to not respond to traps and it’s probably something they can’t make exceptions for.

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@Ayrilana.1396 said:

@Ayrilana.1396 said:So the trend I’m seeing is that they don’t activate on stationary bosses.

Stationary usually means they don't have a hitbox. Instead they have that cross-hair targeting, usually on several body parts.

Those are all still hitboxes.

Guess that's the wrong word for it. What I mean is that they don't have... a groundbox?

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Personally I wished Dragohunter had an f4 skill to denoted traps.Arena net could make a new virtue (F4) for Dragonhunter only that detonates your traps and gives you a buff like barrier and retaliation or something like Stun a foe.

Because it's rather annoying that bosses who don't move don't trigger the traps even when you place it on them. Stuff like Octovine I can't damage with traps since it doesn't move. In fractals the anomnly is hard to damage with the traps since you can barely get him in the trigger radius but the overall trap range will damage him.

Also objects you need to destory don't trigger the traps. Prime example is In raids on wing1 when you're running away from the ghost horde, you can't damage the spirit walls with your traps because they're an object. Despite being able to hit them with weapons. The issue is you NEED to damage otherwise you all die, making you a possible liability for your team. If you were able to denoate your own traps then this would not be an issue, since you could place them next to the wall then detonate them.

I kinda thought being able to detonate your own traps came with being a hunter... its kinda in the name.

This is been a big issue for a while, it limits how you can use the traps at parts limiting the amount of damage you can do, when you should be able to always use them.I think to solve the issue, rather than going back trying to make traps trigger/detonate all bosses and objects, instead Give dragonhunter a new virtue (F4) that detonates/triggers your traps so then we can trigger/detonate them when we want, if they don't go off like they should.

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@"crazyhusky.2985" said:Personally I wished Dragohunter had an f4 skill to denoted traps.Arena net could make a new virtue (F4) for Dragonhunter only that detonates your traps and gives you a buff like barrier and retaliation or something like Stun a foe.

Because it's rather annoying that bosses who don't move don't trigger the traps even when you place it on them. Stuff like Octovine I can't damage with traps since it doesn't move. In fractals the anomnly is hard to damage with the traps since you can barely get him in the trigger radius but the overall trap range will damage him.

Also objects you need to destory don't trigger the traps. Prime example is In raids on wing1 when you're running away from the ghost horde, you can't damage the spirit walls with your traps because they're an object. Despite being able to hit them with weapons. The issue is you NEED to damage otherwise you all die, making you a possible liability for your team. If you were able to denoate your own traps then this would not be an issue, since you could place them next to the wall then detonate them.

I kinda thought being able to detonate your own traps came with being a hunter... its kinda in the name.

This is been a big issue for a while, it limits how you can use the traps at parts limiting the amount of damage you can do, when you should be able to always use them.I think to solve the issue, rather than going back trying to make traps trigger/detonate all bosses and objects, instead Give dragonhunter a new virtue (F4) that detonates/triggers your traps so then we can trigger/detonate them when we want, if they don't go off like they should.

No need at all a new "F skill" just need to add a skill option to "activate trap" on itself. Like engineer turrets you can detonate them anytime :) is actually a good idea like this you could also select what trap to detonate and when you want it to do so :)

This is actually pretty good idea.

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@migcun.5240 said:

@"crazyhusky.2985" said:Personally I wished Dragohunter had an f4 skill to denoted traps.Arena net could make a new virtue (F4) for Dragonhunter only that detonates your traps and gives you a buff like barrier and retaliation or something like Stun a foe.

Because it's rather annoying that bosses who don't move don't trigger the traps even when you place it on them. Stuff like Octovine I can't damage with traps since it doesn't move. In fractals the anomnly is hard to damage with the traps since you can barely get him in the trigger radius but the overall trap range will damage him.

Also objects you need to destory don't trigger the traps. Prime example is In raids on wing1 when you're running away from the ghost horde, you can't damage the spirit walls with your traps because they're an object. Despite being able to hit them with weapons. The issue is you NEED to damage otherwise you all die, making you a possible liability for your team. If you were able to denoate your own traps then this would not be an issue, since you could place them next to the wall then detonate them.

I kinda thought being able to detonate your own traps came with being a hunter... its kinda in the name.

This is been a big issue for a while, it limits how you can use the traps at parts limiting the amount of damage you can do, when you should be able to always use them.I think to solve the issue, rather than going back trying to make traps trigger/detonate all bosses and objects, instead Give dragonhunter a new virtue (F4) that detonates/triggers your traps so then we can trigger/detonate them when we want, if they don't go off like they should.

No need at all a new "F skill" just need to add a skill option to "activate trap" on itself. Like engineer turrets you can detonate them anytime :) is actually a good idea like this you could also select what trap to detonate and when you want it to do so :)

This is actually pretty good idea.

I thought about that but Traps and turrets work differently.Engineers have a reason to detonate their turrets BUT also have a reason to keep their turrets up.Dragonhunters don't have a reason to randomly place a trap and leave it in place, if you're using a trap, it's to instantly damage the target or lure it into the trap.Traps don't have a passive effect or grant boons or do damage like turrets when placed in a spot, so there is no reason to place one, Traps NEED a foe to trigger the trap.

if DH-traps functioned like Engineer turrets, you get this weird issue of you having to detonate traps you leave behind, then them going on Cooldown.

The only way I can see this working effectively is the trap cooldown starts on when you place the trap rather than the detonation of a trap.Then when a trap is on Cooldown, the "denoate trap" button appears. When the Cooldown is finished the trap useable again BUT you are no longer able to detonate that trap, like normal if you a new trap of the same one you have out, the old one will disappear.

Example of actions

  1. I place the "Dragon Maw" trap
  2. The 60 second cooldown timer starts and the "detonate trap" skill appears where the Dragon maw trap skill was.
  3. If I press the "detonate trap" skill, Dragon maw's trap goes off. The cooldown for Dragon maw's trap still continues.However If I wait til 60 second cooldown is done, The "detonate trap" skill disappears and "Dragon maw trap" skill reappears. Allowing me to re-set the trap again which causes the old trap to disppear (as it does currently).

This way it won't impact or change Dragonhunter in general. it just means they'll be able to detonate a trap.The most important thing is they'll be able to use traps on objects and bosses they weren't able to before.In my view they don't shouldn't tie the cooldown to trap detonation. As the traps won't be up for long because a player is going to be denoating them right away,If they do tie the cooldown to trap detonation they will be heavily nerfing dragonhunter and at this point Dragonhunter doesn't need nerfs right now. In general WvW/PVP DH is seen as not very useable in many metas.

The only reason suggested a new virtue was because after 2 years of ignoring Dragonhunter, It would be nice have a completely new skill or function.Guardian being seen as a Tank, having that new skill give barrier, or just having it stun or daze a foe on activation.Because back when Dragonhunter first came out the traps use to stun foes, it would be nice to have that back on Dragonhunter somewhere. The ability to stun or daze foes would make it slightly more competive and help it a lot, due to the new specs and how slow the class is in general.

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@crazyhusky.2985 said:Personally I wished Dragohunter had an f4 skill to denoted traps.Arena net could make a new virtue (F4) for Dragonhunter only that detonates your traps and gives you a buff like barrier and retaliation or something like Stun a foe.

I love this. Partially for the functionality in that I think it would be useful, but mostly for the theme options. The virtues as a concept are so underutilized. Penitence, Repentance, or Contrition would all be great names for it, in my opinion.

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@Clockless.2503 said:

@crazyhusky.2985 said:Personally I wished Dragohunter had an f4 skill to denoted traps.Arena net could make a new virtue (F4) for Dragonhunter only that detonates your traps and gives you a buff like barrier and retaliation or something like Stun a foe.

I love this. Partially for the functionality in that I think it would be useful, but mostly for the theme options. The virtues as a concept are so underutilized. Penitence, Repentance, or Contrition would all be great names for it, in my opinion.

Thats I was thinking of a way something to solve to the problem but give Dragonhunter a new tool to use.They could revamp Dragonhunter's virtues to make them more useful.

Virtues are used all the time with FireBrand as thats where their power comes from, it's their rotations. Hence why they have a trait to gain passive effects from theirs when they use them.Base gaurdian's virtues have lower cooldowns and are weaker than Dragonhunter's but they're still use useful due to their quick activation, hence why in pvp situations people pick Base guardian over it.But with Dragonhunter you only use virtues in certain places due to their long cooldowns and what they do. The first one is spear that you use to full foes, its ok. but the 40 cooldown is way to much. second one is condi cleanser and heals a small amount but just leaves you vulernable half the time. The other is protective barrier so you can use it at certain times.

I have an idea for awhile, maybe they could add extenstions to moves to give the other two virtues, so they have chain's combo out it, like do what they do did with Spear of justice, When spear of justice hits your target you get Hunter's verdict to pull them. But for the other two you wouldn't need hit a target since they aren't damaging moves, so you could just use the chain move right after.

At the moment the virtues looks like thisSpear of justice > Hunter's VedrictWings of resolveSheild of Courage

Here is how i want would want them to re-do virtues for dragonhunter.Each of the 3 virtues has their own 3 move chain combo attack. (3 attacks per virtue) You have a 3 to 5 second window to follow up your next virtue move. but if you screw up by getting controlled or stunned or don't use the move to continue the chain, You can't follow up into the last skill, and the virtue goes into cooldown automatically.Spear of justice > Hunter's Verdrict > Paragon's ProwessWings of resolve > Warden's Safeguard > Champion's DeterminationShield of Courage > Ranger's Fortitude > Sentinel's Willpower

Paragon's Prowess - Unleash your inner might in physical form by roaring stunning nearby foes around you (radius 600) and gain retaliation (this is after you've used Hunter's Verdrict to pull them in)Hawker's Safeguard - Use the Wings of resolve to blind and Daze nearby foes while gaining protection and curing conditions.Champion's Determination - Flap the Wings of resolve to blow away foes and hasten yourself and your allies giving them quickness and superspeed.Ranger's Fortitude - surround your body with the Shield of Courage and become immune to conditions for short while and gain protection. (still can be damaged)Sentinel's Willpower - Slam the shield of Courage down in front of you, knock back foes and giving yourself and your allies stability, retaliation and Barrier.

This way the virtues would be so much better and unique, also would allows Dragonhunter to have a lot more CC and support.What do you think?

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