Mork wrote:Good question - all chars with investment in traps would need a rebuild. But since something like that is on its way perhaps its a good occasion to do it?
Uhhhm, how about we don't screw with set traps or disable. They work fine. If it aint broke, don't (do-me) fix(break) it.
** Edit for clarification **
I have a character with full disable and set traps. I consider set traps a bit of a niche skill that has limited mechanical value, and medium RP value.
Currently, my character is able to collect traps of any difficulty, and use any up to deadly traps with little chance of failure(epics are disabled, sadly, so I don't bother). The most practical use of deadly traps in PVE, I've found, is to either line them in a row before looting a chest, and have mobs run through them when the chest inevitably breaks my stealth, or to set an electrical trap under the feet of clustered mobs. For example, three to four deadly traps will usually kill orogs, or bring a duergar in Nashkel mines down to half health(depending on the type of trap used). In RP/PvP, certain types of traps can be used with greater effect, again depending on the type used and the situation(deadly slowing traps are fun here).
As for the pro's and cons by combining disable and set traps into one skill:
Pro's:
- Re-allocation of skill points for those who invested in set traps.
- Players with disable investment will now be able to set traps. But, considering that the majority of characters who will have invested in such being minimal(10) to medium(25) in disable device, it is likely that they will never be able to set any deadly traps(And anything below deadly traps are, IMHO, utterly useless... even at low levels)
- ... and that's about it.
Con's:
- Players with heavy set traps investment will likely have to RcR(... basically, myself and BMD.

)
- Depending on how this is implemented, and no offense to the devs, but this could break disable(which is usually what happens when hardcoded things get mucked around with), and then we'll be faced with X amount of time to fix a skill that is pretty much only used by rogues.
- Set traps will momentarily no longer be a niche skill... but this will only last for a week, which is about how long it will take for those minimal to medium disable invested players to get bored of their newfound ability to set gimpy traps, and then everyone(except heavy disable investments) will go right back to ignoring the skill.
Now, speaking purely as one of the few players who actually uses traps, would I like the opportunity to reinvest my 33 set traps skill points elsewhere? Sure! But not if it means having to RcR, and especially not at the expense of being able to disable for X amount of time while it gets fixed(ever the pessimist, I know)... just so that the handful of players who
might give setting traps a whirl can discover how completely underwhelming it is to be able to set a gimpy variety of traps that have less PvE and RP value than the deadly variety.
/rant
Kthxbye!
** Late edit **
Another Con - Rangers get set trap as a class skill, but not disable. I doubt many rangers(if any) use set traps, but any that have invested will also need to RcR, although reinvestment into non-class disable will be somewhat less appealing I'm guessing.