Why are traps visible to enemies blizzhards?

Who thought it was a good idea to make traps visible, was the fact they have to be aimed, thrown AND have the enemy trigger them not enough in ur minds compared to other classes cc’s that are just target and press? Does visible traps make sense to the devs? When a hunter or anyone for that matter lays a trap do the lay them as inconspicuous as possible or just throw them down or lay them as obvious as possible to deter their prey from triggering them?
Some times im so suprised wow has made it this far with devs who make such ridiculous decisions as this example and many more.
Thanks.

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Traps definitely need a serious update. I would say more than anything else maybe a tie with pet mechanics. Is it really a trap if you see it or see it coming? At the very least they should be a lot smaller. Trap master could do way more than just reduce the CD which is pretty lame. Lots of potential but overlooked like everything else

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Traps are only visible while being thrown and become invisible once armed.
When thrown from camo they are always invisible.
Always visible to yourself and allies, not to enemies.

Unless that changed in Dragonflight, which I’m not aware if it did, it should still work the same.

I can definitely say I’ve seen hunters throw their trap at me, whiff it and I couldn’t see the trap after it landed.

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This has not matched my own experiences, on my hunter and on my non-hunter alts.
But you have me doubting myself now.
I can recall recently both seeing enemy traps, and landing in traps that I did not see.
Perhaps it is like you say - invisible after they are fully armed, which is to say visible until their activation time is complete.

Can anyone do some testing?

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I havent done any proper testing with a friend.

But in my experience it looks like traps are visible to the enemies if they have seen it being thrown, I’m not sure if it has to do with range, or enemy player’s vision. My experience comes from battlegrounds, where I throw a trap in the middle of the combat, they avoid it, I move back about 20-30 yards, then I go back to my trap, they make a zigzag to avoid the trap. Maybe they remember EXACTLY where the trap was thrown, but its unlikely.

However they seem to be invisible to people who havent seen the trap being thrown. For example when im defending a base and I lay traps, people get caught.

Historically speaking traps were considered stealthed, so stealth detection would greatly enhance how likely you could see the trap from closer, and rogues had a passive called detect traps that would allow them to see traps at all time as well as a disarm trap ability. Those two abilities got removed but maybe people sometimes seeing the trap is a vestige of how it was acting like a stealth?

Can always test in duel with another hunter and activate/deactivate track hidden to see if it acts like a stealth.

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Don’t forget that a warrior can spell reflect our traps back onto us lol

This mirrors my experience.

Imagine if they had a toggle that changes traps to bolas if casted instead of placed and we could have bola versions of trap spells and do the same effects making hunter able have CC as useful or more useful then spell casters because the utility of casting or placing the effect.

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This is a cool idea imo, for ease of use id say have trap function as bola if target is selected and as a ground target trap as is if no target selected.given the devs half arsed action target implementation i doubt id be possible unfortunately.

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I mean one reasons Hunter is considered bad is because wow isnt a hard game but Hunters and especially survival is one the hardest classes to play such a change to Hunters would make it easier to play even with slower internet speeds.

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Ive been saying this for a while, trapping on non harpoon classes is actually impossible at higher rating on mm/bm. When I play survival(which is the only viable spec in arena now tbh) I have harpoon which allows me to hit the trap like 90% of the time instead of like 50% of the time throwing it across the map off a stun(where the healer can get gripped,death it, move 1inch, instantly shift it,dispelled by both dps in 3s, the list goes on). Traps need a serious revamp, the classes that have equivalent cc don’t have a CD on their cc like mage/lock/etc and dont have to double talent into making the cd lower by 5 sec instead of taking much needed defensive talents, I can handle being made out of paper and people instantly dispelling, but atleast make the trap always hit and be useful and no im not and nobody takes diamond ice, its just not viable at all.

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also with all the gap closers our mobility needs to be buffed and because of squishyness in m+ and raids we need better self healing

2x dissengage and buffing that completely useless talent that improves move speed by 6% to 20% would fix the mobility issue.
What braindead dev makes a talent 6% increase lmao u, u can go between having it and not and literally cant tell the difference, 6% cmon wtf and it costs 2 points to make matters worse. Change it to one point is 10%, 2 points is 20%. I get having low % increases to hp or dr like having 10% on hp would definitely be somewhat significant for hp boos, but for kove speed 6 or even 10% is a useless gain.

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It is strange that we have 30% movespeed when not attacking and 3% movespeed with 2 stacks when rogues and outlaw have 10% for 1 talent point. This just goes into a bigger talk though about how inefficient hunter talent points are when weighed vs other classes.

This results in less choice nodes overall, with more points to invest per node and less payout per point in a node. It’s a multiplicative problem.

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Iirc from duel testing in SL, traps were revealed if close enough for a moment or so. They seemed basically stealthed, not fixedly invisible. That takes more time within the detection area than it’d take to detect it if heading straight for it, though, so unless lucky or forewarned, they are, for most intents and purpose, invisible.

  • Again, iirc.

Yes and no. Keep in mind the Rogue’s stuff was effectively baseline before, and remains basically obligatory now. It’s their class feature, more so than a real talent choice for them.

For us, it’s not. Trailblazer was a (poor) talent, and so it remains as such. But we never had an equivalent to Rogue’s formerly baseline Fleet-Footed, and so any such movement speed bonuses are going to remain far less free for/to us now – ours are real (if lackluster) choices, rather than just a forced unlock that one can only choose to rush or delay.

Druids get 8% walk speed with two points at a higher point in their tree also which was kind of the start of me getting upset.

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I thought this was a bug or something “maybe it is”. I’ve ran into traps from other hunters a couple times because I could see them and thought they were mine or a teammates lol. I don’t understand the circumstances for this to happen but I wasn’t right next to them or anything when I could see them.

Edit: Oh yeah, and I’ve started off most arenas now by not throwing down a freezing trap since somehow the warrior makes a bee line for it each time to reverse it on me.

I will respectfully disagree.
Trap is by far one of the best CC in the game to setup kill.

As someone who plays healers a lot and been on the receiving end, there is nothing scarier to me than a hunter freezing trap when it comes to CCs. It’s the part where it can’t be stopped because there is no cast on it and it last longer than other instant CC with such a short CD.

The only reason why it is that short of a CD and that long of a duration is because of the fact it is hard to use.
It is absolutely possible to never miss a freezing trap as MM or BM with proper positioning, especially when working with someone else to follow up on your CC.

I understand people wanting it to be easier to play, but if you remove all complexity from a class than the game becomes less about individual skill and more about which class is OP right now and the gear.

If anything, other classes should be made more complex to be on par with hunter, not the other way around.