Grittle
New member
I have a feeling that Trapper can be a great addition if revised. To keep the concept of a "trap" Hero while still going with the overall flow of the game. Here is my suggestion version of Trapper.
1- Volatile Phantasmicide
Trapper throws a magically enhanced compound in an area that lingers for 6 seconds. Enemies caught in the area are slowed and take minor spirit damage over time. The compound can be manually detonated (by casting the spell again) to deal a Silence and minor slow. If manually detonated 2 seconds after it was cast or when the duration ends, It will instead deal the minor slow and silence in a slightly larger area and spawn 3 plague spiders (From his old ultimate) that will chase the closest enemy, prioritizing heroes.
+1: Increased Range (Both compound and Spider)
+2: Increased Debuff Duration (both compound and Spider)
+5: 1 Spider will spawn from the compound every second compound is active.
2- Silktrap (2 Charges)
Trapper plants a web that deals a non stacking debuff that deals damage over time, revealed, and slows over a short period of time. Works pretty much similar as its old version in terms of function.
+1: +75 Second Duration, +1s Debuff Duration
+2: Can now only be seen by enemies when within 15 meters.
+5: Damage over time is now Stackable.
3- Pest Barrier
Works the same as its previous version. Just that the damage aura damages in ticks like Abram's 1, not in pulses like torment pulse item.
+1: +3m Radius
+2: When targeting Ally: Also Applies to you at 60% Barrier.
+5: Damage from Barrier increases Barrier 75% conversion rate.
4- Pest Wards (2 Charges)
Trapper places a Ward in the target area. The Ward will deal moderate spirit damage (single target) when an Enemy damages Trapper within attack range of the Ward. After 4 seconds of attacking or when the duration of the Ward ends. the Ward explodes. Dealing minor damage and a moderate slow and a small area around the ward. Destroying the ward before its duration ends will prevent the explosion.
+1: Increased Attack Range and Explosion Range.
+2: Wards will attack when any ally is attacked within range.
+5: Provides +15% Spirit and Bullet Resist within attack range of the ward, non-stackable.
1- Volatile Phantasmicide
Trapper throws a magically enhanced compound in an area that lingers for 6 seconds. Enemies caught in the area are slowed and take minor spirit damage over time. The compound can be manually detonated (by casting the spell again) to deal a Silence and minor slow. If manually detonated 2 seconds after it was cast or when the duration ends, It will instead deal the minor slow and silence in a slightly larger area and spawn 3 plague spiders (From his old ultimate) that will chase the closest enemy, prioritizing heroes.
+1: Increased Range (Both compound and Spider)
+2: Increased Debuff Duration (both compound and Spider)
+5: 1 Spider will spawn from the compound every second compound is active.
*Spiders will spawn facing then moving clockwise (north, then east, then south, then west, repeat).
2- Silktrap (2 Charges)
Trapper plants a web that deals a non stacking debuff that deals damage over time, revealed, and slows over a short period of time. Works pretty much similar as its old version in terms of function.
+1: +75 Second Duration, +1s Debuff Duration
+2: Can now only be seen by enemies when within 15 meters.
+5: Damage over time is now Stackable.
3- Pest Barrier
Works the same as its previous version. Just that the damage aura damages in ticks like Abram's 1, not in pulses like torment pulse item.
+1: +3m Radius
+2: When targeting Ally: Also Applies to you at 60% Barrier.
+5: Damage from Barrier increases Barrier 75% conversion rate.
4- Pest Wards (2 Charges)
Trapper places a Ward in the target area. The Ward will deal moderate spirit damage (single target) when an Enemy damages Trapper within attack range of the Ward. After 4 seconds of attacking or when the duration of the Ward ends. the Ward explodes. Dealing minor damage and a moderate slow and a small area around the ward. Destroying the ward before its duration ends will prevent the explosion.
+1: Increased Attack Range and Explosion Range.
+2: Wards will attack when any ally is attacked within range.
+5: Provides +15% Spirit and Bullet Resist within attack range of the ward, non-stackable.