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ajantis619

Fix Proactive traps

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The way proactive traps works currently is the benefits reset when the tower is upgraded which means it is useless unless you 1) don't intend to upgrade traps or 2) intend to build a trap and fully upgrade it before start of game. Either way explosive traps are useless enough as they are they don't need their mod being equally as useless.

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I agree that it is definitely an odd mod when you consider that 20DU defenses get the best upgrade scaling in the game and you have a mod that encourages you not to upgrade. If they want to make it an alternative strategy, the defense power bonus needs to be drastically increased either by increasing the max amount far past 100 or by just increasing the power you get per detonation. 

It would have to be massive to adequately compete against the fantastic upgrade scaling.

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Technically this is not correct, through deep testing of it the mod itself is just worded awkwardly. Not that you ever would for any reason but if you repair the Explosive trap it also lowers damage because the mod is measuring current health not detonations done. Though, out of the unique mods, this one is not a singularity of being worth less than a normal mod, realistically speaking Shocking Revelation is the singularity as being the only good unique mod. The rest are subpar to normal mods and can easily be outclassed by a normal Power Servo or Damage Buff Servo.

Also the fact that 20 DU defenses scale the best is wrong nowadays. It was once true that you got the most out of them in the defense critical meta but in the defense power meta the 30 DU defenses actually scale best. If you check something like Lightning Strike Aura against something equivalent like Cannons, the Cannons actually outscale it very quickly , same goes with Explosive Traps. This holds true with Hornets Nest but that is pretty obvious.

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shocking revs is not the only good unique mod. Shatterquake turns your earthshatter towers from single target to aoe which is very powerful and the lavamancer one is actually fairly strong as well, have not done much testing with harpies, ballista or ramster yet

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The Earth Toss shard also makes it AoE and the Lavamancer one is fairly pointless as the burning targets count towards the target limit of 10 enemies so if there are 10 enemies burning then the fissure itself does no damage until something dies. Lingering Hellfire (Abyss Lord) adds about 10% extra dps at 10/10 on a tier 1 tower which is less than an upgrade. The Ballista has its own issues with the piercer mod which makes the tower itself useful on very few lanes. Harpies, currently, dont work well with the mod since the tower itself has issues with fire rate and targets hit. Sand Vipers is the last poison mod for towers and as well as this may have worked for some the fact that the tower never lets go of the enemy makes PDT better at spreading the poison through a group.

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