#Trapper/Labyrinth feedback

1 messages · Page 1 of 1 (latest)

paper warren
#

Instead of making a new post every time im like "oh right this sucks i forgot to mention this" ill just make 1 bigger post, ill also include earlier ones to keep everything in once place.
My thoughts on trapper after playing with both Labyrinth and Grandmother.

  1. Hound - too incosistant due to targeting unreachable enemies behind a wall, sometimes can drag enemy OUT of traps.

  2. Grappling Hook - requires too big investment for a alternative movement spell which is a downgrade in most cases compared to escape.

  3. Crows - no clue why they are a ground unit, BIRDS cant attack flying enemies. When idle they keep blinding you because they are EXACTLY at the height of players camera.

  4. Mana Traps - this ability is so disgustingly overpowered, no further comment.

  5. Chilling Snare - exact opposite of Mana Traps. Like how Summoner had Shepherd and Battlemonk had Discombulate, this ability is so worthless and nowhere worthy of being a third Red Node. It should become some random 1AP node and Trapper needs a new proper Red Node.

And the second section is about Labyrinth after the 20 nerfs in a row:

  1. Shorter traps lifespan - it was clearly included as a way to reduce labys damage due to shorter uptime of focus, but now its negative QOL for no apparent reason.

  2. Too much traps for too little ways to place them - Labyrinth with traps aspect can place 26 traps, yet Grape Bombs with aspect only allow you to place 7 per cast. Tree crosspathing into Boltslinger for Bouncy Bomb to make a TRAPPER mythic work doesnt feel right. Iirc before Bolt changes the Bouncy Bomb was forced in Trapper tree progression path? No clue why it was decided to randomly hide it deep inside Bolt now.

  3. Lack of lack of focus synergy in MID description itself - its so weird and inconsistant to know the synergy is gone for only this specific MID and is stated nowhere in the game itself.

sacred anvil
#

I can speak to point 2 in the laby usability section:

Before bolt rework bouncy bomb was forced on trapper and grape bomb was really a bolt ability that was available to trapper.

Bouncing bomb is more rng dependent than grape bomb and we believe it fits bolt far better than grape, thus we swapped them around.

This swapping made trapper get access to more trap placement far earlier in its tree and if it wants to be more chaotic then bouncy is still available with a tiny bit of bolt investment!

Bouncing isn't "buried deep in bolt" in any definition of the phrase, it requires 1 extra ap investment into parting gift.

Bouncing bomb is also not required to "make a trapper mythic work". You can use grape bomb just fine and place many traps.

#

3 is basically a bandaid because it's just game balance breaking

#

1 to me seems like a reasonable thing to change now that focus doesn't work but I'm not an IM so I can't say if they agree with that

#

The ability team generally agrees that mana trap is not a great red node that could be better suited as a less strong version of the same thing in a non red node

Chilling snare falls into the CCI trap unfortunately

#

Crows being able to attack airborne enemies would be really cool I totally agree and we could work on this

runic delta
#

Why cant hound have pets targetting, they barely get stuck and dont target unreachable mobs

runic delta
hearty breach
paper warren
#

Give tna 90% slowness + labys slow enemy so you can dps it down