Trap support will have no cooldown
https://clips.twitch.tv/PoorInquisitiveEmuAMPEnergyCherry
Looks like self cast is dead lol I wanted to play with the new trap skills, but with this I wonder if they will even come close to the viability of a spell or projectile trap. Dernier bump le 28 mai 2018 à 01:15:55
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R.I.P. trap identity.
You shall be missed. Peace, -Boem- Freedom is not worth having if it does not include the freedom to make mistakes
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Aren't they reworking the whole trap mechanic in 3.3? Maybe cooldowns aren't needed anymore.
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I wonder if Cold Snap Traps will inherit the spell cooldown then or simply ignore the cooldown mechanic altogether.
"Into the Labyrinth!
left step, right step, step step, left left. Into the Labyrinth!" |
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That is beyond idiotic if true.
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I'm imagining a blast rain cluster trap or some other gbu melter that just clears the entire map instantly.
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GC TRAP)) mrmrmr
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" Sire of Shards Frostbolt with two Frozen Trails in Cluster Traps. Good bye GPU, was nice knowing you. "Into the Labyrinth!
left step, right step, step step, left left. Into the Labyrinth!" |
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" Chin sol point blank shrapnel arrow + ROA. Easy mapping, easy bossing, easy life. |
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Almost anything can GPU melt traps are no exception. My concern isn't gpu melting it's the identity of the trapping in itself. Having certain abilities with no cooldown was a great idea it really seems like a great way to help alleviate some of the down period associated with the charges on certain abilities going forward. It also will help with the consistency of damage where previously it may have had been void due to the cooldown.
Issue with no cooldown on trap support is that it will become less effect and less rewarding and or make certain abilities not function as well with it. Mirror arrow, blink arrow were crazy fun with trap support, so how will this change going forward? Previously mentioned somebody was curious with regards to the cooldown on cold snap and trap support. Mines have no cool mind you, so with an ability like cold snap or mirror arrow it would take that cool down into consideration, so I wonder if trap will function the same way will abilities with cooldowns be hindered more so than before with trap? You could get around this with trap cooldown support and or mods from equipment that increased cooldown recovery speed thus maximizing use of abilities with trap support and their original period of down time. Rather than being say 3-4 seconds a build purely focused on cooldown could see a re-charge of 1 charge every 1.37 seconds etc. Now I wonder how this will work... And or how effective "trap cooldown reduction" will be. This seems like a huge oversight in my opinion. I also always wondered why we never got interesting trap gear that could bypass the maximum trap charges at a cost or low level unique. Not for every build but some would be cool.... |
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