Tree of Savior Forum

Buff Sapper Pls

So, we’re a trapper class right…?

I feel like c3 cleric does this better with their half a screen of heal tiles that last way more than majority of my traps. Only exceptions being claymore and punji (if I dump points in) and still I’d like to be able to get some area control / utility as a trapper.

I wish there was some kind of utility incentive to use traps other than flat damage, stake stockade doesn’t perform it’s barrier type function to prevent things from mowing through them (there is no bounce back when things bump them.) They don’t last as long as 30 heal tiles… No snare traps, nothing that slows, generally utility is an important part of traps.

Not only this but, traps can be destroyed by attacks, they’re pretty short duration so, I have to put them down in the thick of things, the animation can be interrupted and the trap won’t go off.

A lot of times mobs want to stand there and just buff themselves and its like… Gdi, pls hurry up and run into my trap!

I really wish our stake stockade covered more range, like, the area for it is smaller than pavice (QS skill) even, its tiny! And offered some kind of utility, like a bump back, things shouldn’t just charge through them unless it’s a boss…

My collar bomb doesn’t seem to do jack vs fliers. I put it on them but it doesn’t explode when I kite them into other fliers, oh wait, neither does my stake stockade, or my punji trap. So I’m left with what? 300 silver claymores to do “anything” to fliers…

I can’t even detonate boss traps, its just like… sigh

Yes this is a QQ thread, I picked sapper cause I want to feel like a trapper with some area control but aside from broom trap, I just don’t feel like its there. :<

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Stockage is real shitty as it is, small tile + frontal hitbox = waste of time trying to lure mob into the right direction. Meanwhile other classes is just a simple aoe.

Well, there’s always the Broom Trap which is kinda nice unless you’re up against fliers.

Broom trap is strong as a c2 / r4 skill should be, this specific skill doesn’t require any changes but it also doesn’t fix the travesty which is all the other skills. The remaining points on lack of utility and area control the class provides remain.

-stockade can do nice dmg if you(or your tank) draw mobs to walk over stockade 3-4 times.(this is good in some map where there’re many mobs)
-collar bomb seem to have problem with casting range and usually miss if you aren’t near enemy enough(I wish it got better casting range or can’t cast it if target is out of range like other targeting skill) the explode trigger is the glowing light touch nearby enemy. but the dmg is great.
-punji is well need to wait for circling combo other than that I don’t see any use in PvE

To me sapper isn’t class that can standalone and need to choose other class in the build carefully to fill the gap of trap CD or flying mobs
but I’m agree that sapper need some buff that’s not about the number but something that make the skill more easy to use.

The issue with sapper isn’t it’s damage, though keep in mind, even C1 Sapper is the level Rangers / Archers are getting Lv 10 Barrage / Lv 5 Twin Arrow and these skills out perform anything Sapper has to offer in regards to DPS with no risk.

The problem with the class is the following:

  1. Traps have setup time require time to lure mobs into them, which means they should offer a high risk / reward feeling. In PvE through leveling, parties just want to push forward, so this requires the sapper to have bad positioning or just never use traps, during setup time you can be interrupted and whoops, suddenly you’re on cooldown with no trap down now! ( I notice this happen with broom trap pretty often. )

  2. Majority of traps are very short duration.

  3. Majority of traps don’t offer area denial. ( Broom trap being the only exception to this, only because it covers a large area. Stockade is just too small / one-side hitbox / no multihit, the idea that you can walk right through 2 stockades is painfully stupid to me. ;w; )

  4. Traps can be destroyed / disarmed with no special skill requirement yet have item costs associated with them. ( This might not be true for some traps, but stockade / claymore are definitely destroyable… )

  5. Traps don’t offer utility, for the exception of Punji, (however, the knockback is so absurdly far you’re unable to follow up with the CC, unlike full-draw due to skew, or heavy shot due to targets staying in a shootable range), the problem is that it’s redundant utility, as a C1 archer, you have a knockback already ( Full Draw, Heavy Shot ). I don’t need “another” knockback, a snare or a dmg trap with a slow or… anything else would be great. If each trap offered some sort of utility, the risk / reward would exist.

Also, I’ve progressed passed C2 Sapper, I’m quite familiar with how all the skills work, but yeah, I didn’t mention the short range on Collar Bomb, but you know what? That doesn’t really bother me. I want risk / reward as a Sapper. Having to get close to attach a collar bomb, cool, give me incentive, let me blow up the bomb by shooting the creature maybe even, idk.

Stockade needs a major hitbox/size increase and or knock back otherwise it’s not even as good as pavise.

Conceal should do something useful. Traps aren’t worth hiding since their duration is so short and the cool down so long.

Spike’s should shoot both ways at the very least.

Everything else is good but collar bomb glitches sometimes