Unless it hits a Boss or Player, Death Trap will continue to re-arm itself until it kills an enemy. However, Death Trap’s Cooldown is increased by 30-15%.
This is a horribly designed unique, not only is it not useful it is actually harmful to almost anyone who uses it. I can only see one scenario where it is useful. Let me explain
As you know, death trap is an ultimate which deals massive shadow damage. On paper, you read this aspect and think “Wow, free death trap reactivations? Sign me up!” but that is when you hit the first caveat.
until it kills an enemy
So then, if it kills any low health trash mob, it won’t recast. Which means that in order to maximize death trap’s effectiveness with this item, you need to… not build death trap damage. Because as it turns out when you build death trap, you will be dealing a lot of damage with it and will almost 100% of the time be killing a trash mob.
Okay, you could say, well then maybe its meant against singular stronger enemies, right? Wrong.
Unless it hits a Boss or Player
The only situation where you can pretty much guarantee it won’t get a kill immediately, is the one scenario where it can’t reactivate.
Okay again you could say, well even if it’s not always (correction: very rarely) going to trigger the reactivation, it’s still a bonus, right? Wrong once again.
Death Trap’s Cooldown is increased by 30-15%
So the benefit doesn’t ever really happen, meanwhile you get a huge detriment of an increased cooldown, meaning anyone not running twisting blades will rarely ever get to use the ability.
The ONLY situation where I can see this unique working is if you are running a build that uses death trap purely for the prime death trap skill. But such a build is probably still going to end up accumulating enough damage to end up negating the bonus of eyes in the dark.
This is extremely poor design. I will make a bold statement and say that even if you took away the cooldown increase on this unique, it would still go unused. The effect is just that minor. It may be the only unique in the game to do more harm than good.
3 Likes
Its not poor design if they meant to make the game unfun and take longer in every aspect. Hell, they nailed it. Right in line with the rest of the game.
3 Likes
I just had these pants drop for me today and I asked myself, who the hell would use these lol.
2 Likes
I don’t know about you guys, but I use it and it helps, especially in mob packs at nm dungeons. Seems like TB can’t kill fast enough so I stack poison trap and death trap, which keeps reactivating to kill the mobs.
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I was like “WTF is eyes in the dark?” and then I realized it’s those pants I insta-sold.
A lot of uniques are bad, there are just a bunch that work in tandem with something else, on very niche situations and definitely not end-game viable. I am on my 3rd character and every time I notice more and more how devs are giving uniques the Diablo 3 set treatment where you either have all of them or they don’t do anything.
It’s sad to get stuff like Word of Hakkan, and then realize you can’t really fit all 3 imbuements in your build, so the combo is only half-good. Or a unique bow and then realize this game doesn’t appreciate playing ranged builds with all the stuff in this game that will force you into melee.
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It’s good for pushing high level NM dungeons but beyond that it sucks. The Unique aspect should be that it always re-arms at least once and them it will re-arm again until it kills an enemy.
BTW, with Exposure talent you also get CD reductions (it’s not only TB)
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I was about to say yall must not be doing Mightmare dungeons 50+ because enemies in there are level 100+. And and i have yet to aee some one level past 100. So if they enemies are level 140 and your 100 i dont think you are gonna kill them in 1 blow. This unique is most likely designed for very late gameplay. In nightmare dungeons there are parameters where the enemy will go unstoppable at 30% health or like someone said earlier, have shields. And another thing is if you kill an enemy while death trap is active it will rearm itself. I lay posion trap, death, and a refreshed poison trap all three on top of each other. Ky poison dmg is 81%+ so most of the time it gets them first. Allowing my trap to rearm itself. These pants have been a staple for me and i love that i was able to give them two sockets!
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I can see the utility in NM pushing, but if that was the intention then it seems odd the pants drop at such a low level, I would expect them to start being useful around NM 60+, which probably means 90-100 player level wise.
I’ve actually used this unironically and kind of liked it. There are a lot of times you can kite the elite away from the rest, shadow step over to one that’s maybe a caster then dash away back towards the pack so they don’t get into it, or just trim the trash before you fire it.
It takes a minimum of strategy to really make it work, but it’s kind of awesome when it goes off like 6 times in a row…
It’s kind of situational, but more items that actually change the strategy behind using a skill instead of just “more number” would be nice.
Why is Eyes in the Dark on pants anyways? Shouldn’t it be a helmet? Are they saying we have a death trap in our pants?
1 Like
Howl From Below should have been pants.