Posts: 4,562
Threads: 733
Likes Received: 892 in 469 posts
Likes Given: 1,356
Joined: Sep 2015
Rogue's Traps can currently be evaded, which is fine if they're obviously put in the open.
But one thing I'd believe it would make them more worth is that if hidden traps could not, and it would incentive people to toast an extra skill point to grab the Stealth Trap passive.
So TL;DR
"Furthermore, hidden traps also gain a Trickery effect which allows them to ignore Evasion."
•
Posts: 4,158
Threads: 949
Likes Received: 1,340 in 524 posts
Likes Given: 470
Joined: Feb 2015
This doesn't seem like it would be a good idea, there is no condition for stealth trap to activate other than have the SP to spend in it.
•
Posts: 1,049
Threads: 424
Likes Received: 466 in 146 posts
Likes Given: 307
Joined: Nov 2014
No.
Stealth Traps is a very common pick because it doesn't let your opponent know where they are if they don't memorize where you put them, why should it be buffed to such an extreme?
You have to remember that traps start gaining increased damage the longer they're left on the field, the last thing we need is people being able to make evasion ignoring death balls with traps that you have to use a tile destroying effect on or die if you can't perpetually stay out of range of it the entire fight.
Not to mention how overpowering it'd be to have traps ignore evasion so frequently when they can be used without cooldown and if so desired immediately detonated for 1m.
•
Posts: 184
Threads: 49
Likes Received: 183 in 74 posts
Likes Given: 49
Joined: Jan 2021
We do NOT need more evasion ignores, and traps are in a good spot as is right now. I don't see the need for this personally.
•
Posts: 4,562
Threads: 733
Likes Received: 892 in 469 posts
Likes Given: 1,356
Joined: Sep 2015
Actually yeah, nah. If anything traps could use the user's Hit to determine if they go through or not. It's just that it's too easy for a dodge to just hop out of the way.
•