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An unintended change? Badge of Honor traps vs build swapping.


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With the recent changes, the following traps have been impacted:
• Supply Removal Trap
• Target Painter Trap

 

Make sure that you are set into a comfortable build before placing these traps. These traps will now disappear if you change either builds or equipment. Even equipping a new set of gear that you've earned in WvW will destroy these traps. As these cost both supplies and badges of honor, it is important to know of this recent change.

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For anyone wondering why:

Its because of prestacking. Its highly controversial so I won't talk about it here, but players were dropping 20+ traps below bosses, changing builds then starting the fights and clearing encounters in seconds.

 

Its now been fixed by removing boons and traps on build change, but as WvW traps are real traps (they even work with runes) they were impacted by this change as well, which is unfortunate.

 

Hopefully the devs will change them to another skill type or something.

Edited by Hannelore.8153
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33 minutes ago, Dawdler.8521 said:

While I'd want to see it addressed I dont really see it as a huge issue. Traps are rare and supply traps in particular are often intended for almost instant use ie a zerg about to trample over it.

For supply traps, I agree. Painter traps on the other hand are my ghetto watchtower! It does present a few issues for me, as I usually switch to a DPS build until I get back to the larger group. It isn't the end of the world, though. The traps are still useful if I'm a dedicated camp defender.

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23 minutes ago, Junkpile.7439 said:

By the way do traps disapear if i log out?

Traps work like player AoEs in that they are tied to your character. As soon as your character leaves the instance, everything attached to the character is removed along with the character. Even changing WvW maps will remove your traps. Sadly, they do not function like siege weapon placements. Siege weapons are tied to the map, except for if you are piloting a golem.

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My issue is that they cost money, 5s each is no small amount for the amount of income WvW provides, especially with how much I have to spend on siege everyday as a nightly PUG commander.

 

Buying 20 traps for 1g seems like alot until you remember that's only 10 of each type and you can go thorugh those in a single T3 Keep battle since the enemy almost never gives up after the first time, or second.. or third. Yes you end up spending alot less on traps than siege but it still adds up with a limit of 2g daily of liquid gold only. I know you get more from the Skirmish and Reward Tracks, but those rewards usually get funneled into long-term goals.

 

And I know for newer players the Badge of Honor cost is very expensive even for most of us vets its usually insignificant, it costs almost 4k of badges just for a single 250 stack of traps.

 

Even disappearing on map change kind of sucks TBH.

Edited by Hannelore.8153
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55 minutes ago, Hannelore.8153 said:

My issue is that they cost money, 5s each is no small amount for the amount of income WvW provides, especially with how much I have to spend on siege everyday as a nightly PUG commander.

 

Buying 20 traps for 1g seems like alot until you remember that's only 10 of each type and you can go thorugh those in a single T3 Keep battle since the enemy almost never gives up after the first time, or second.. or third. Yes you end up spending alot less on traps than siege but it still adds up with a limit of 2g daily of liquid gold only. I know you get more from the Skirmish and Reward Tracks, but those rewards usually get funneled into long-term goals.

 

And I know for newer players the Badge of Honor cost is very expensive even for most of us vets its usually insignificant, it costs almost 4k of badges just for a single 250 stack of traps.

 

Even disappearing on map change kind of sucks TBH.

 

And only being able to place one of each type, considered how little they are used, how much they cost etc etc. Let people be able to place two of each, but put a range restriction for the same player so they can't place two supply traps on top of each other. Allow some sort of decay timer, as a roamer I am one of the few people who uses them and one of the few people who responds to other maps, while others refuse to leave EBG. It doesn't need to be an hour like siege, but give the player 5-10mins to get back on the map before they despawn.

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3 hours ago, Hannelore.8153 said:

My issue is that they cost money, 5s each is no small amount for the amount of income WvW provides, especially with how much I have to spend on siege everyday as a nightly PUG commander.

 

Buying 20 traps for 1g seems like alot until you remember that's only 10 of each type and you can go thorugh those in a single T3 Keep battle since the enemy almost never gives up after the first time, or second.. or third. Yes you end up spending alot less on traps than siege but it still adds up with a limit of 2g daily of liquid gold only. I know you get more from the Skirmish and Reward Tracks, but those rewards usually get funneled into long-term goals.

 

And I know for newer players the Badge of Honor cost is very expensive even for most of us vets its usually insignificant, it costs almost 4k of badges just for a single 250 stack of traps.

 

Even disappearing on map change kind of sucks TBH.

The cost can be pretty bad. The WvW items that I have the least of in my bags are tricks and traps. However, for me the worst is the prep.

 

Say I want to both defend a camp and escort dolyaks. Camps are infamous for not flagging the map for combat fast enough. They can get flipped before anyone has a chance to respond. The best thing I could do is place a painter trap near a choke point and switch to a super speed build to move those yaks. If I find the need to enter combat, then I should change builds to be more combat appropriate.

 

In this situation, I could be 1/8th of the map away from where I had placed the trap. If it disappears while I am away, then that camp could be toast by the time I would get back to the camp.

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10 hours ago, Telgum.6071 said:

I wonder what happen if you logout while using a golem. It disappears?

Golems remain on the map. It is as if you pressed 5 and left the golem.

 

20 hours ago, Quench.7091 said:

With the recent changes, the following traps have been impacted:
• Supply Removal Trap
• Target Painter Trap

 

Make sure that you are set into a comfortable build before placing these traps. These traps will now disappear if you change either builds or equipment. Even equipping a new set of gear that you've earned in WvW will destroy these traps. As these cost both supplies and badges of honor, it is important to know of this recent change.

If this is intended, then anet did some nonsense. A supply removal trap (as example) works the same way if I have a firebrand or a dragonhunter. It even works the same way if I run on a guard or necro. Traps are already way too rarely used. We should not discourage the usage even further.

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