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.
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Hound - too incosistant due to targeting unreachable enemies behind a wall, sometimes can drag enemy OUT of traps.
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Grappling Hook - requires too big investment for a alternative movement spell which is a downgrade in most cases compared to escape.
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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.
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Mana Traps - this ability is so disgustingly overpowered, no further comment.
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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:
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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.
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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.
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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.
bouncy increases your area = higher chance to deal any dmg