After blasting all the way to GR 150 (with potions) and GR 140s (without potions) and GR 130s (with no S2), I have some thoughts on how Nat’s could be improved without throwing away the current theme the devs came up with.
Here’s what’s on the PTR, followed by my suggested change:
Chanon Bolter:
Your Spike Traps lure enemies to them and deal 150-200% increased damage. Enemies may be taunted once every 10 seconds.
New: Increases the blast radius of your Spike Traps by 50% and your Spike Traps deal 150-200% increased damage.
Reasoning: The taunt effect is dumb. The auto summoned traps can’t proc AOE.
The Demon’s Demise:
Each blast from Spike Trap will damage all enemies again after 1 second and deals 150-200% increased damage.
New: Each blast from Spike Trap hits enemies twice and deals 150-200% increased damage.
Reasoning: The 1 second delay is too clunky. We want to be able to time things precisely. (However, if the 1 second delay effectively extends the N6 bonus, then leave it.)
Trag’oul Coils:
Spike Traps gain the Scatter Rune, are deployed twice as fast, and deal 150-200% increased damage.
New: This is actually fine, just need to fix the bug where the Scatter Rune semi-overrides the selected rune on the skill bar.
Natalya’s Vengeance (2-piece bonus):
Hitting an enemy summons a Spike Trap if it is on your action bar. Each Spike Trap detonation restores 1 Discipline.
New: Laying Caltrops summons a Spike Trap if it is on your action bar. Each Spike Trap detonation restores 1 Discipline.
Reasoning: “Hitting” an enemy is too generic and too unspecific. Also, it’s a traps build, let’s have traps synergy. Also, now your discipline management matters.
Natalya’s Vengeance (4-piece bonus):
Laying a Spike Trap grants 60% damage reduction. The duration of this bonus is always equal to the number of already laid traps in seconds.
New: Each Spike Trap grants 8% damage reduction, and your Spike Traps deal 100% more damage for each second they spend arming, up to a maximum of 8 seconds.
Reasoning: The whole duration counting already laid Spike Traps thing is goofy and doesn’t really do anything. This reverses the logic. While your traps are out, you gain damage reduction. You lose it as soon as you use the traps to blow up the enemies. More player awareness required.
Natalya’s Vengeance (6-piece bonus):
Spike Traps deal 10,000% increased damage, and each consecutive blast from the detonation chain reaction will deal 10% more damage than the previous blast.
New: Spike Traps deal 10,000% increased damage, and each consecutive blast from the detonation chain reaction will deal 20% more damage than the previous blast.
Reasoning: In its current form, it’s almost impossible to get the full effect because new Spike Traps override the olds ones too quickly. But with the delay proposed for the 4 piece bonus, you would be getting far fewer Spike Traps detonations than you do currently. The effect is cool and the proposed increase in damage should compensate for the time delay to get the full effect.
Additional note: The Spike Traps Lightning Rod rune needs to be updated. It currently benefits more than it should from the Trag’oul Coils and it detonates when an enemy approaches rather than when the player chooses to trigger it. The arcing lightning is really cool, though, so be gentle.