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adam-

Increase Trap Damage

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Posted (edited)

Since my previous suggestion was shut down by most, mostly because of the property of Falcon Assault always being neutral. But I would like to still add a new element to Sniper.

Like maybe making the traps useful besides Ankle Snare and Shockwave? Increase in damage to Claymore and or Blast Mine. Maybe make freezing trap like that Ninja skill that has a chance to break their armor.

Another thing I would like to add with the traps is that Arrow Shower does not destroy them, that way you can actually get people in Pneuma out of it.

Edited by adam-
Posted

Yeah, I definitely agree. If traps are made more useful, hybrid Sniper will be worth it and there might be some actual variety. As it is now, Sniper is a one trick pony and a very brain dead class. With around (a total of) 350 dex and 250 int traps they only do around 1-3k max to a GR user. If they were buffed I think they would need to be increased around 500-600% and the formula made to be more dependent on INT to make the Sniper have to sacrifice something (be it their crit, extra HP, extra SP, or even some ASPD padding). That way a Sniper could achieve great trap damage but not also have the luxury of FAS or one/some of the other factors. I think if traps did around 15k, BUT needed something vital to be sacrificed in order to do so, it would maintain balance without breaking the class.

On the note of Skid Traps, I think them being able to be showered indefinitely would make the class pretty ridiculous -- so imo I think it would be better if their health was just increased to 5-7 showers. They're extremely easy to avoid anyway, especially at max range where a Sniper should be. And on a slightly unrelated subject, imo Ankle Snares should definitely not be able to be showered if they're given any buffs.

Posted

Yeah, I definitely agree. If traps are made more useful, hybrid Sniper will be worth it and there might be some actual variety. As it is now, Sniper is a one trick pony and a very brain dead class. With around (a total of) 350 dex and 250 int traps they only do around 1-3k max to a GR user. If they were buffed I think they would need to be increased around 500-600% and the formula made to be more dependent on INT to make the Sniper have to sacrifice something (be it their crit, extra HP, extra SP, or even some ASPD padding). That way a Sniper could achieve great trap damage but not also have the luxury of FAS or one/some of the other factors. I think if traps did around 15k, BUT needed something vital to be sacrificed in order to do so, it would maintain balance without breaking the class.

On the note of Skid Traps, I think them being able to be showered indefinitely would make the class pretty ridiculous -- so imo I think it would be better if their health was just increased to 5-7 showers. They're extremely easy to avoid anyway, especially at max range where a Sniper should be. And on a slightly unrelated subject, imo Ankle Snares should definitely not be able to be showered if they're given any buffs.

Agreed.

Posted

+1.. I like to see traps other than Ankle Snare :3

Posted

+1



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