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Traps are kind of stupid.
I've just recently taken up tracking and been playing around with it to get a few numbers on things and such.
Trapping an area is such a big advantage, no ones going to deny that, for any kind of event its a huge delay for the attacking team to push through traps to get to the enemy. Even if you have a number of trackers with you its still a balance to take down the trap. Similar to breaking melds.
For wild nodes/domoths/villages or such I could pop up there early and trap the entire place and then I could easily hop around and force my enemy to trip/deal with every single one of my traps.
Personally I'm not seeing why a tracker should be able to give such a big advantage to their own team by acting days or like even weeks in advance. It's not like you can put a meld up there two weeks before hand can call it a day.
Also I've been timing it and it can take roughly twenty minutes to disarm and retrap an already trapped area. Which sounds like a lot of fun doesn't it
I was thinking why not make it so that all traps are taken away at the start of an event? The village code has it available to trigger to remove traps on a certain event so it dosn't seem like it'd be that hard(hopefully) that for example once a village/wildnode/domoth starts all the traps are removed from the area.
Traps would still be useful and powerful and if you give your enemy 20 mins to trap up the entire area then sure they get an advantage, if not then smart use of a smaller number of traps would still be very useful for a team but its no longer a case of the entire area is spam covered in traps.
I know a lot of people like keeping them up 100% for defense of cosmic/elemental etc planes so they can still do this but
What would peoples thoughts on this be?