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  #1 (permalink)  
Old 04-22-2008, 08:42 PM
Gigatron
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Warrior
 
Join Date: Mar 2007
Location: Darmstadt, Germany
Posts: 209
Gigatron is the epitome of generic
Default Traps

I think it takes too much for the traps to activate. Perhaps it would be better if they started firing right away but did less damage? The duration is short too and that doesn't help.

Also, I would better like a rogue-like firing style. You know, more random. The way the construction traps fire seems too "static" to me. They will only hit a few mobs that stand on the arrow's way, but will never reach some, specially the shard trap.

I like the mastery though, it's not like I'm complaining
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  #2 (permalink)  
Old 04-23-2008, 02:03 PM
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The Rock-man
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Olympian God
 
Join Date: Jul 2006
Posts: 1,954
The Rock-man is the epitome of generic
Default Re: Traps

It most likely will be fixed at some stage if pink frog or insane see this and think itr need changing. (Personally i dont like construction to slow starting and other masters are more attractive anyway for me.)
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  #3 (permalink)  
Old 04-23-2008, 09:53 PM
benjidatramp
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Citizen
 
Join Date: Mar 2008
Posts: 39
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Default Re: Traps

construction is not bad for induction and protective clothing (both insanly good skills). I thought sick bay was good too but the +oa doesnt seem to work on amphetamine.
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Old 05-21-2008, 03:09 AM
Fatesadvent
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Join Date: Apr 2008
Posts: 13
Fatesadvent is the epitome of generic
Default Re: Traps

I agree, when I first looked at it, I thought wow, a skill that actually does a lot of damage. I was utterly disappointed to see the trap shoot once every 10 second. Odds are whatever I'm fighting is already dead by the time it actually fires a second/third time. I love the mod overall, but construction just doesn't appeal to me...too slow and weak (maybe...havent really tried it too much).
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Old 05-21-2008, 06:06 AM
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i.n.s.a.n.e
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Demi God
 
Join Date: Oct 2006
Location: Czech Republic
Posts: 1,299
i.n.s.a.n.e is the epitome of generic
Default Re: Traps

I've never had any issues with traps...they are strong and they can take some hits, just like in-game traps (Masteries traps are a way stronger on higher diff. lvls, of course) and you do not need that many points to max them.

Maybe some -%recharge tweak could make them more usable...
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See ya, i.n.s.a.n.e:rockon:

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  #6 (permalink)  
Old 05-21-2008, 04:11 PM
Gigatron
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Warrior
 
Join Date: Mar 2007
Location: Darmstadt, Germany
Posts: 209
Gigatron is the epitome of generic
Default Re: Traps

Sure they're strong, but don't you think it's annoying that they take too long to start firing? I don't like setting them up, I find more dynamic Rogue traps, as I said before. Perhaps it's my impression? About the aiming issue, well, again I think it would be better -and more balanced too- a random firing direction. Even in a crowded place, they will only hit 3-4 mobs, the rest would remain safe.
Perhaps I'm doing something wrong.
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Old 11-13-2008, 12:01 PM
dazcox
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Citizen
 
Join Date: Oct 2007
Posts: 36
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Default Re: Traps

Once the traps are set they can really help bring a boss down but yeah they take a while to set and once they're smashed and you are in the middle of a mob you have no time to set another....
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Old 07-03-2009, 11:07 AM
sandland
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Traveler
 
Join Date: Dec 2008
Posts: 9
sandland is the epitome of generic
Default Re: Traps

did any of you play diablo2? the traps the assasin in diablo2 made was nice. look at this movie, the small triangled things that shoots lightning.. http://www.youtube.com/watch?v=5xEr1TEMJDI
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  #9 (permalink)  
Old 07-05-2009, 05:46 PM
sandland
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Join Date: Dec 2008
Posts: 9
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Default Re: Traps

and there could be like the same as the disruption, i mean "upgrades" for the standard skill. like some lightning damage, and poison, or some fire. would be amazing
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