Invent a new trap!

#1 - June 18, 2014, 12:21 p.m.
Blizzard Post

Hey you avid WvW players. I think we could use another trap in WvW! Let’s come up with some cool ideas for some new traps to help with game play!

I’ll go first!

Inspired by the Aetherblade path in Twilight Arbor, I noticed a boss throwing down some blade saws!

How cool would it be to have a trap that would trigger these little bad boys? Now for balance sake we would have to make these traps pretty expensive, maybe even require guild tokens be used to purchase them, but I think it would add some tactics to WvW.

Do you send in a scout first to trigger the traps? Do you try to avoid zerg balling into a structure and perhaps take an alternative route to the keep lords circle?

Another trap idea I’ve thought about is the anit-zerg trap. This trap would do an AoE damage in a small area, but the damage would multiply based on the number of targets within the area. Think of a chain lightning that would continue to chain as long as targets remained in the area.

This would prevent huge-ball zergs and force zergs to play with a bit more tactics.

#17 - June 18, 2014, 10:19 p.m.
Blizzard Post

Good discussion here guys. We’ve got our own list of potential future tricks and traps, and while I can’t go into detail on what’s in the works, I can give you guys insight into some of the guidelines we try and follow when creating these.

Specifically there are a few WvW traps abilities that we try to avoid:

  • Traps that can instantly kill players. We don’t want you to be able to passively wipe a group by stacking three invisible explosive traps on top of each-other. That said, we are more open to these types of traps as long as there is some counterplay available (like the trap has a visible land mine effect, or gives the group warning to dodge away quickly before it explodes.)
  • Traps that summon additional combatants (guards, creatures, golems, etc.) This is more for server performance concerns (skill lag.) While we have exception to this in WvW already, the idea is to avoid making the problem worse.
  • Traps that are functionally extremely similar to an existing profession skill. Ranger Spike Trap, Thief Needle Trap, etc. Similarly we probably wouldn’t do a trap that just applies a standard condition to an area (Cripple, Poison, Burning, etc.)