05-23-2018, 11:33 AM
I think the Trap skills (Fire Trap, Ice Trap, Gust Trap and Entangle Trap) are a bit too weak when compared to Skills or Spells from other base classes (such as Crystal Rose or Explosion). Trap skills are less powerful on a count of 100% GUI not being similar to 100% SWA since the effectiveness of the stats listed on Weapons are multiplied by 1.5x and then increased by the Weapon's Power.
So I'd like to suggest bumping the GUI scaling on these traps from 100% GUI to 150% GUI so they're more comparable to base skills from other classes.
Another thing I'd like to note is how Fire Trap is not as good as the other traps simply because it has no additional effect. I think an easy fix would be to give Fire Trap the ability to create Cinders when triggered. (This should be without needing Nerhaven considering the Nerhaven effect already gives Fire Trap extra damage).
Finally, Swift/Overcharged Traps are very lacking. I think they should be able to deal lightning criticals when triggered, much like the majority of Redgull enhanced skills. (Quaking Traps are also lacking but I think that's more an issue with Quaking in general and probably needs it's own topic.)
So I'd like to suggest bumping the GUI scaling on these traps from 100% GUI to 150% GUI so they're more comparable to base skills from other classes.
Another thing I'd like to note is how Fire Trap is not as good as the other traps simply because it has no additional effect. I think an easy fix would be to give Fire Trap the ability to create Cinders when triggered. (This should be without needing Nerhaven considering the Nerhaven effect already gives Fire Trap extra damage).
Finally, Swift/Overcharged Traps are very lacking. I think they should be able to deal lightning criticals when triggered, much like the majority of Redgull enhanced skills. (Quaking Traps are also lacking but I think that's more an issue with Quaking in general and probably needs it's own topic.)