Prevent most movement abilities while in the trap. This would really help Hunters be able to kite the way they’re supposed to in PvP.
Right now, it’s almost impossible to escape Warriors and Demon Hunters because they have more gap closers than Hunters have ways to create them. If Tar Trap prevented dash/charge/etc, it’d go a long way for evening the field again.
Thoughts?
11 Likes
I’d like the entrapment root back, this would help with getting sticky tar applied which can really slow down melee momentum
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when ice trap was turned into tar trap its radius shrunk by 2 yards. what’s up with that?
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This is honestly one of the few great ideas on this forum.
Tar-trap is pretty terrible right now. A 50% aoe slow isnt as strong as it used to be in earlier expansions and the slow also doesn’t have a lingering effect other such aoe slows like blizzard/frozen orb have
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Tar Trap should apply an 8s slow to any target that steps in the effect, with a heartbeat refresh for as long as they remain in the radius.
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My conspiracy theory: Blizzard used the rebrand from Ice Trap to Tar Trap to disguise the enormous radius nerf going into Legion.
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I’d take that as long as it still came with a “Movement Ability Block” feature. Every melee class feels like they have 3 or more ways to catch Hunters now, while applying a slow to prevent escape.
If they reintroduced the root would that make Tar Trap + Flare in SL too OP?
Not really considering the root was only for SV
You can’t kite someone around a tar trap the way you could an ice trap. It’s not even a deterrent at this point.
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This.
I actually ran a few BGs as my Hunter last night, and genuinely tried to kite the way I used to in expansions of yore. Pretty much every melee class has 2 or 3 rapid cooldown ways to catch me despite the use of every tool I have, including tar trap.
I went against an equally geared DK at one point, dropped my trap, and decided to see how much I could kite and fight as a BM hunter. Gripped. Frost trap and leap away, but I’m slowed. He catches up to me quickly, knockback trap and distance created again. His grip is already back up, and I’m pulled right back in. His slows are better / more numerous than mine, so I have no way to create distance.
Warrior? Same thing. Charge. Charge. Leap.
Monk? Spin, spin. Tiger’s whatever.
Freaking Paladins. Immunity to movement impairing effects. Divine steed x2.
Rogues? Teleport behind you.
Demon Hunters? Smash keyboard, move massive distance.
Literally every class has numerous gap closers. It’s really poor class design and it really screwed anyone who isn’t a Frost Mage.
The problem with our ability to kite isnt out skills, its the other guys.
Warriors for example have far more mobility than they should have, DH and others that lead the melee train simply have more things to get out of everything we can do than we have to snare them.
I despise BM in PvP with a passion, but the extra stun it gives makes a monster difference.
Remember when readiness was a thing for MM? A meaningful key press to either do a big chunk of damage real quick or have a useful amount of survivability.
I remember a lot of things we used to be able to do… i remember being in raids specifically to kite for example, no longer necessary.
In PvP though there has simply been too many gap closers and movement enhancement abilities that its nearly impossible in some cases anymore. They got more, we got less.
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Yah it doesn’t seem like it works very well. Our Frost trap and wing clip of old used to help me kill charging warriors much better than this tar trap we have now. When I was leveling up and players of comparable level would attack me I didn’t have much issue killing them. Most of them for some reason have no idea how to close the gap. A couple of them just sat there and let me kill them after getting distance and plinking them over and over. Assume those were alt chars and they didn’t have much PVP experience or something. Back in Vanilla I used to be the duel KING. The only class to give me issues was shadow priests and warlocks.
Remember the good old days when we countered Warriors by simply jumping straight up when they charged?
This is our karma. 
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We weren’t the ONLY ones to do that… That made me lol, though. I guess we probably abused that more than anyone with our propensity for non-stop jumping.
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The thing is this, its really quite simply, they gave a lot of other classes new mechanics and too too many of ours away.
Many of our traps and stings were highly situational, i grant you, but when you wanted them they are there… now, nope. Who takes many of those as pvp skills when there are other much more obvious choices.
As far as im concerned all traps and all stings should be be baseline, period. This would help a lot. This is the one thing on my wish list that i think is really necessary.
Alternatively give us exotic munitions back for a slow/burn/poison etc… Ideally, both.
Consider this for tar trap:
Radius 8 yards, sticky tar patch on the ground. When you stand in it, a debuff is applied and constantly refreshed, but when you exit the tar trap, it persists for 4 seconds. SO, even if somebody jumps, charges, blinks, whatever, they still pay a small penalty for setting the trap off. Now they just LOLCYA right out of that thing and it serves no purpose.
Also, I agree; traps and sting baseline with maybe some spicier features via PVP talents.
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Tar trap should synergize with Wildfire bombs, and cause a circle of fire or knock back …