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NO MORE DOUBLE TRAP???Follow

#1 Nov 14 2007 at 5:57 PM Rating: Good
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69 posts
Can anyone confirm that this is true?

WTB Double Trapping. 11/14/07
#2 Nov 14 2007 at 5:59 PM Rating: Decent
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1,235 posts
Looks like TKASomething already confirmed it.
#3 Nov 14 2007 at 6:02 PM Rating: Decent
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69 posts
Stupid question on my part... but I just can't believe it!

Lol... I know that it's obvious that it's confirmed... but why?!?!
#4 Nov 14 2007 at 6:08 PM Rating: Good
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1,594 posts
Balance?

But.. seriously.. Double-trap is nearly our entire non-DPS utility in anything above a standard 5-man.

This is almost as bad as not allowing a lock to seduce and banish at the same time.. :-\
#5 Nov 14 2007 at 6:10 PM Rating: Excellent
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2,717 posts
I don't know why. I personally thought the ability to double-trap was the benefit we got from traps being more cumbersom (i.e. can't target the person you're CCing). And a hunter that knows how to double-trap is a valuable asset to the team. Now, it limits hunters use as CC.
Quote:

first trap should release much like what happens when a Priest Shackles Undead or a Mage Polymorphs a target.


I'm wondering why the dev's assume that traps are as simple as polymorph and shackle. I'd assume they don't know what they're talking about, but they made the fricken game! Traps are non-targetted crowd control on a cooldown, that (used to be able to) work on multiple targets at a time if you were prepared. Polymorph and shackle are not on a CD, and are targetted. As thus they are a lot easier to use, and would be very OP if they could polymorph multiple targets (imagine on 5-mob pulls you have a mage cast polymorph 4 times then DPS for 20 seconds and reapply polys).

So...its like they gave warlock DoT's a 4-second cast or something. That's the way I see it.
#6 Nov 14 2007 at 6:26 PM Rating: Good
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10,601 posts
I tested this and it seems to be true. This is a horrible change. WTF.
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#7 Nov 14 2007 at 6:46 PM Rating: Good
36 posts
u gotta wonder...WTF is point of going SV now?
Ive set up with a MM/SV build for the traps especcially...Fark!
Sv still ahs it's merits now...but jeez

*end sooking*
lol
#8 Nov 14 2007 at 6:47 PM Rating: Decent
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231 posts
where can we direct our "constructive feedback" on this issue?
#9 Nov 14 2007 at 6:48 PM Rating: Good
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69 posts
Link to the thread on Blizzard's forum.

Apparently, A LOT of people are upset about this. And with just cause!

Being able to double (even triple!) trap was one of the foundations of the Survival specced hunter... I know it was one of the reasons that I rolled a hunter in the first place.

I haven't had any experience in raids or heroics yet, but I know that even in lower level instances or situations with multiple mobs, it was always appreciated when I was able to take a couple out of the fight for some time. And I especially liked the idea of my role not being just straight DPS, but rather providing a unique (albeit not always completely reliable: resists, early breaks, my own auto-shot breaking the trap, etc.) utility.

Edit: Added some comments other than the link and my initial "OMG, WTF!!" reaction.

Edited, Nov 14th 2007 11:59pm by Rycerz
#10 Nov 14 2007 at 9:28 PM Rating: Default
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2,793 posts
Thought for a minute that they had changed the ability to retrap a already trapped target by laying another Freeze Trap on them as they were iced. Or make them immune from Freeze Trap for a period of time after being iced, to make it where you couldn't just lay another trap between you and it for them to run into and retrap themselves.

Thank gawd for a spec I never cared for in the first place.
#11 Nov 15 2007 at 1:41 AM Rating: Excellent
I posted my thoughts on the subject because I think it's utter *********

The common Huntard that just wants to stand there and pewpew throughout a dungeon and only trap if they really, really have to gets no benefit out of the ability to double trap. To double trap reliably, consistantly, and be able to recover from the occasional setback (ie. resist), you have to spec for it, gear for it, and practice your *** off to get the timing down. If the group takes too long to kill the first mob(s), your dps is shut down while you contain the mobs you are marked to be trapping when they start wearing off.

A lot of the Hunters on the O-boards are QQing that this renders Readiness useless. I disagree, but it makes a talent ability I've gone without that much less appealing to pick up again in the future.

The group I currently run with includes an Arms/Fury Warrior in one of the "cc/dps" spots. We have a static group of 4 people, and it is only my ability to double trap that makes another non-CC dps class an option for our 5th member (ie. Warrior, Shaman, Feral Druid). Hell, often times we can't even bring a Rogue as our 5th because Sap is not an option on many of the pulls. In a sense, losing this ability not only screws over the Hunters that put the talents/time into refining their ability to double trap whenever called upon to do so, it screws over dps classes/specs that aren't able to CC.

I'm not happy about this at all. I was wondering why my attempts to double trap in Heroic Ramparts/Mech last night were accompanied by what seemed like an inordinate number of heartbeat resists. I doubt Blizzard is going to refund the repair bills of me and my group and I understand that sometimes details get missed. I'm not unhappy with them for not announcing the change in a timely fashion, I just think that nerfing something that can only be done well with a certain amount of skill is a poor idea.
#12 Nov 15 2007 at 1:53 AM Rating: Decent
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27,272 posts
Hunters just got nerfed.
real bad.

Also because FD and drink is gone now.
somehow they saw switching gear in bossfights as a big problem and its now "fixed"
#13 Nov 15 2007 at 2:24 AM Rating: Decent
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1,519 posts
That really sucks. In a well-organized group, I was even able to double trap for a short time without readiness or any SV skills. Hell, it wasn't even that hard if I made sure that my cooldown was up. It can even be done stupidly by laying a trap, waiting 30 seconds, multi shotting, and setting down a second trap when the first monster gets frozen.

I'm sure there were even people double trapping while we still had to be out of combat to set down the trap.
#14 Nov 15 2007 at 2:24 AM Rating: Excellent
Aethien wrote:
Also because FD and drink is gone now.
somehow they saw switching gear in bossfights as a big problem and its now "fixed"


Feign death switching trinkets was done for over a year now and suddenly becomes a problem, thats really strange. However I can live without that; I never really used this so it is not a big thing for me.

FD-drinking was common practice in all old 40-man raids and never was a problem. That nerf while surely hurt some of us, but with Aspect of the Viper, I don't expect many use FD-drinking nowadays. I can still sustain my damage through a 10 minute fight without having to switch to Viper. I expect other specs will manage as well.

The nerf to trapping really pisses me off. We have a 30second cooldown, have to drag that mob into our trap and feared mobs can always walk through the next trap which can make things in heroics somewhat hectic. When the formerly trapped mob also breaks free when the feared mob enters the next trap, it will make CC for us hunters a lot more unreliable in groups which is nothing we really need. I don't understand why Blizz nerfed this. Multi-trapping mobs has been possible for a very long time and it never unbalanced things. True, a skilled hunter could take out 2-3 mobs at the same time for some seconds, but a mass-fear or frost nova can do about the same thing.
#15 Nov 15 2007 at 2:55 AM Rating: Good
*read the link*

...

......

*removes the keyboard and checks if the teethmarks did damage*

*reads the O-boards link on TKA*

...

Yeah... can't reply to this. I am just too livid at the moment. What separated me from the Huntard in a Heroic setting got taken away from us. What made the Warrior regarded in our guild as the highest ranked tactical mind on the server consider me a ten times better option in a Heroic over any other CC got raped.

I... don't really have words. Someone is going to pay for this, with pain or blood or both.
#16 Nov 15 2007 at 3:02 AM Rating: Decent
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27,272 posts
Ok North, its time to travel to france and torture some dev's at blizzard.
What should we start with, water torture to make them go insane, or maybe ripping out (toe)nails?

Or some burning maybe?
#17 Nov 15 2007 at 3:18 AM Rating: Decent
Aethien wrote:
Ok North, its time to travel to france and torture some dev's at blizzard.
What should we start with, water torture to make them go insane, or maybe ripping out (toe)nails?

Or some burning maybe?
Amateur...
The first thing you do is make sure your target is completely naked. Logically, clothes are just there to keep you warm, but being naked also instills a sense of heightened vulnerability. Secondly, completely immobilize your target. If anything should be able to move, it would be the tongue and eyes. Nothing more. This increases the feeling of vulnerability and raises the primeval sense of being trapped. Claustrophobia can also kick in if you are lucky.

Pure pain is never as efficient as good preparation. You really want to make them reek with fear before you even start with the pain. Also, you can make sure they lose hope really soon. The only thing in their lives would be pain and fear.

As for the pain itself, I've always been fond of subdermal hooks. Think Hellraiser only without actually tearing anyone apart. With the right equipment, you can make the pain ease and decrease by tiny increments, while making sure your target is on the heights of pain without losing consciousness due to too much pain at once. Unconscious people aren't very fun to torture.

Another nice one if you have the time would be extreme temperature changes. Slowly cooling a body until it almost goes numb, and then applying heat just below temperatures that would actually burn someone. The pain is exquisite indeed, and it is the kind of pain the receiver will know lasts for hours after application due to the frailty of human bodies. People have started crying and screaming at the top of their lungs just by watching the preparations being made to apply temperature tortures.

Burning? Water Torture? Toenails? Join me in my d-Office (I hardly stumble on that one anymore) and I can give you an education.
#18 Nov 15 2007 at 3:47 AM Rating: Default
You forget electricity North, all that juice they use for running things could be put to better use coursing through their genitalia!
#19 Nov 15 2007 at 4:09 AM Rating: Decent
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230 posts
North? Read a lot of books on interrogation or got experience? Because thats disturbingly close.
#20 Nov 15 2007 at 4:18 AM Rating: Good
Skarlandra wrote:
North? Read a lot of books on interrogation or got experience? Because thats disturbingly close.
Training on what to expect while being a prisoner, and all the tools that can be used against you translates perfectly into the knowledge on how to apply it to someone else. Of course it helps to be sadistic.
#21 Nov 15 2007 at 4:23 AM Rating: Decent
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146 posts
When even North sees this as a huge "***** you" nerf, you know it's bad.

No offense, North. ;-)

And I just went SV and spent a ton of gold on new gems and enchants. I somehow doubt Bliz will bother to refund me.

Sometimes I just don't understand their logic. Our CC takes longer than any other class to accomplish, and requires more setup and timing than any other. And somehow WE need to be nerfed? This would be akin to ALL fear effects only affecting a single target.

Will mages now be only able to freeze a single target? How about a CD on their sheep? What about taking away a lock's ability to chain fear? Yeah, they won't do that. But hunters? To hell with them.

Will rogues and warriors only be able to stun once every 2 minutes? Didn't think so.

Grrrrr....
#22 Nov 15 2007 at 4:31 AM Rating: Decent
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230 posts
Ah! Just from someone who's been a guest of certain people its a little "creepy". And I like your old avatar better(just me).
#23 Nov 15 2007 at 4:46 AM Rating: Excellent
This is my old avatar. Just got tired of seeing that Wolf. Going to be switching back and forth depending on mood.

And yes, I see this as one hell of a screaming nerf on our side. I have always been patient with balancing classes. Hell, I've yet to truly mind the "nerfs" we've had over the years since they have almost always been balanced by truly needed buffs or changes in other departments. Let's face it, most of the "nerfs" we had over the years were changes to our DPS or how our DPS worked. When it comes to utility we have rarely seen much but buffs or simply had our lacks in that department ignored.

This nerf? It is not balancing classes. How many times have you double trapped something in PvP? Hell, would you waste a cooldown like that considering the trinkets and so on? This nerf takes away a part of the utility that made Hunters competitive for Heroic slots. Now we are left with a CC ability that can't truly be chained without talents/special gear combinations or slowing down the run with preparation. And we lost an Oh Shi|! ability that has repeatedly been used to save the day during bad pulls.

Double or Triple trapping was one of the very few reasons to go up into 41 points in Survival, and double trapping could be done without it. Now, 41 points in Survival will give you one thing, and that is two Rapid Fire's in a row. That's pretty much it, besides removing the Feign CD if you get a resist in a very bad situation.

Our DPS isn't high enough to warrant us taking a Heroic slot that a Mage could fill. Our CC is no longer something we could point at and say "yeah but we can doubletrap on bad/hard pulls".

Contrary to popular opinion, I am very much against Hunter nerfs. True, I am also against pointless buffing that will see us raped further down the road because of the "nref!" cry from everyone who can't see the reasons why we got buffed, but this is not something that should ever have been considered.

We have had this ability since release, almost. It has never been overpowered, and other classes have mostly applauded this ability. Never have we seen any indication from Blizzard that this was unintended or a bug. Now they sneak this one in under the radar while we are celebrating the buffs we received to balance us? And claim it was a bug! Bug my firm, wellrounded *****
#24 Nov 15 2007 at 6:14 AM Rating: Good
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304 posts
I'm equally angry. This makes no sense at all.

I know It's been said before, but our CC takes BRAINS to figure out. A mage can just run through, Durrr de durr and sheep a target; we have to set it up, pull the target to the trap, think about when we are going to lay the second, place it strategically so that the mob runs into it, etc.

I don't see our CC as overpowered as most hunters can't use it anyway. Come on Blizz, really? You're going to take away the one thing I have?
#25 Nov 15 2007 at 7:06 AM Rating: Good
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69 posts
I agree... the preparation and skill that it took to be able to effectively utilize these trapping techniques was definitely more than that needed by other CC classes. Turning us into a pew pew type of class is just plain wrong... and it severely weakens an already underpowered talent tree.

I know that it involves skill as well (shot rotations, trinkets, pet management, etc.) and I'm not trying to offend and BM or MM hunters out there, but I find the whole idea of just standing there and adding only my DPS to a group boring.
#26 Nov 15 2007 at 7:31 AM Rating: Good
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69 posts
Just a quick question...

Can anyone test out whether or not the change to Readiness applies to Wyvern Sting? I know the "bug-fix" only refers to traps, but I was curious if you can sleep two mobs if you pop Readiness after the first one. I would try myself, but I haven't gotten deep enough into the SV tree for Readiness yet and I just learned Wyvern Sting, so I'm still learning the mechanics of it.

Thank you.
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