Hey,
I understand that the traps arent meant to damage, but on the other hand why not? it would be a nice idea i guess. But not damage in sense of direct physical damage. How about poison or firetrap?
To the siphon trap:
The problem of spammers during Chrystal fight will be a serious one. There are always players who like to play to annoy opponents as well as teammates. If those spamset mute traps under CHristal, there wont be any advantage for both teams, thats why i propose, to set their mute only on opponents but in this case, you have to set a max, range around a chrystal.
A higher cooldwon would work too but it would destroy the feeling of it.
To the sand trap, instead of changing dodge, how about changing movementspeed by 50% for 10 secconds?
Scouts could chase opponents and lure them in their traps, so they have to fight instead of running away.
PS: In general, could you add a "Range" display to the stats? since skills add range too it would be usefull to not loose the oversight i guess
I understand your suggestion, but here is where I'm coming from behind the design and reason it behaves as it does now.
A trap isn't intelligent, it is a tool and cannot intelligently identify friend or foe to who triggers it.
You, as the trap setter, can inform your allies where the trap is, to avoid triggering it, which is why you are able to see it once laid.
When an enemy triggers the trap, most effects are single based, as if they were caught in the trap itself.
The Siphon trap is an Area of Effect, which means, it's like setting off a stink bomb in a room or enclosed space. The trap cannot target, it simply activates, and thus the effect of the trap hits everyone in its rage. It is going to be one of those considerations a trap setter will need to have in mind, because the Siphon trap will also hurt his allies if they are caught within the blast radius.
In regards to teammates who harass allies or enemies alike, that's their choice and unfortunately nothing I can do about in regards to how they chose to play their character.
The idea of a poison trap or a fire trap is interesting Are you suggesting those as additions or replacements to current trap setups?
To your question about the sand trap: Why would you want a second trap that reduces movement speed? The steel trap already makes you stuck (movement speed set to 0)
The idea that a scout would lure players in to their traps is entirely the point of their creation and intention. Whether you chase or lure.
And a "range" display for the stats wont' make much sense, since you cannot individually display various potential skill use or melee range. If I were to put a 'range' it would only show the attack range of the summon. And since traps don't actually 'attack' it would show 0. It's ability to recognize distance for the sake of the trap's skill effect that triggers is entirely different and independent to the melee range.
I have a query re the heals figures that appear above characters showing how much they're being healed by. (I do like this info showing btw )
When these figures appear above my various summons are they actually being healed by these amounts or not?
When they show as being healed the health bar does not go up to show their health being increased.
So are they being healed and the bar is glitched, or are they not being healed at all and the figures showing above the summons is a glitch?
thanks
Those should be the values they are being healed by. As for their hitpoint display, there may be a bug in their display. If they aren't being healed, it would be yet another bug to address. In either case, we will look in to the situation and see what the truth is and correct it. Thank you for the report!