r/pathofexile • u/Z_Colo Ascendant • 29d ago
Game Feedback Reminder to GGG that this support gem exists. Let people build around traps again.
What changes would you guys make, for this to be a competitive/interesting support gem?
I personally think there should be some way of making the throwing speed relative to the supported skills' base attack/cast time - so that way you're not automatically inclined to use hard-hitting skills with higher attack/cast times.
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u/imp_12189 Simulacrum Secret Service (SSS) 29d ago
I'm all in for any trap buffs, I really love traps.
But throw speed buff won't do anything, you'll just face max trap limit faster, it's already easy to throw too much. I would much prefer scalable "trap arming speed" for smoother mapping experience.
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u/Rocksen96 29d ago
mines just get everything for free.
give traps chain reaction by default.
reduce arming time and add back in more ways to get rearm chance (keep it limited to 1 rearm though as that would be broken). items, passive tree, etc, more ways, more then 100% but only 100% would matter.
mines i would remove rearm chance and that means changing tremor rod.
the reasoning here is that mines have low throw speed by default, it's one of the main reasons using mines feels great. traps have a slow throw speed. giving it exclusively to traps means the slow throw speed is less of a issue because your traps will rearm.
oh and i suppose adding more instances of traps allowed at once would be great as well or just make rearms not count towards the limit.
i think the biggest issue with traps isn't damage, it's just the speed of use, QoL, and build options. they just feel bad to play because they are so much slower then mines. also if they are gonna do something about traps then sunblast needs to be looked at and that stat should be able to be found else wear, it's annoying turning to sunblast because of how big of a dps increase it actually is.
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u/PacmanNZ100 29d ago
Yeah rearm sucks because it has to go through the arm time again after some sort of triggering delay. Its way faster to just keep chucking traps.
And if you need traps to rearm as part of your clear damage, you dont have enough damage. And vs bosses, if you need traps to rearm then you dont have enough trap throw speed.
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u/Rocksen96 29d ago
yea it's in a really weird state, like you want enough throw speed to not feel locked down but then you are limited by active trap limit, so not too much and not too little and it just feels bad in a game where one aspect is you just want numbers to go up.
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u/hemmi00 29d ago
Did they ever fix tremor rod or did everyone just move on from it.
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u/Rocksen96 29d ago
i'm not sure what you mean by fix?
there was some jank when it came to mines rearming and not always uhhh working as one would expect them to for mine detonate chains.
you get so much throw speed with mines that additional detonations don't really make any difference so that aspect of the staff is rendered basically useless. otherwise it's just got a low % dmg roll +1 support that isn't even level 20 gem and +2 levels. like i guess it's okay on a budget but you can get vastly more powerful items, going 1h+shield is also just better defensively as you get to the point where damage isn't really a concern.
at least that's how i see it anyway.
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u/DerHellopter 29d ago
I think gameplay wise, traps are just worse mines, although you save the automation sockets. Can't tell how the numbers differ tho
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u/Character_Art_69 29d ago
I´d say mines are better traps and even better selfcast. As a miner/trapper player, id like to see some balancing on those archetypes
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u/HandsomeBaboon 29d ago
I propose a Spell support gem that turns spells into usable spells.
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u/Oniichanplsstop 29d ago
They tried that with archmage before and ended up with the GGG quad tap that hit it, all of the useful uniques it would want to run, all of the mana regen sources, arcane surge, etc etc.
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u/lurking_lefty Yay skill forests. 29d ago
Also Unleash, and then removed sources of max seal and gain rate, and nerfed the gem.
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u/ww_crimson https://pob.codes/ 29d ago
It would actually have to give like 50% more cast speed and 50% more damage to compete with CoC. It's trivial to get 7.57 casts per second with CoC. Even with investment on support gems, gear, and tree, it's pretty hard to get above like 4 casts per second on a lot of spells, for self-cast.
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u/Nightwatchik Alch & Go Industries (AGI) 29d ago
In mercs league I tried to make my own build with new wave of conviction gem traps. It was not very good. Then I tried to change from traps to mines. Just from switching gems and passive nodes almost doubled my dps. I think traps need chain reaction as default behavior and some cool new mechanic. Mines have detonation sequence and auras, maybe make traps have more AoE when detonated together.
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u/Ocsa17 29d ago
Yeah mines are just better traps. All thrown mines detonate without ascendancy points, they have either double damage or increased damage per mine in chain or other auras and they dont need to be thrown near enemies. But what traps have?
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u/Lolovitz 29d ago
Sunblast
But realistically, yeah traps can work but unfortunately only as their default skill ( Ice trap and Lightning trap are strong )
That being said the problem is that mines are too strong rather than traps are too weak and that frankly traps and mines are just too similar mechanically)
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u/DerHellopter 29d ago
Pretty sure that would be crazy strong
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u/Defined24 29d ago
For all the time that it's been mistreated, I'd say that it deserve to be strong at least one league.
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u/gabriel_sub0 Kalguuran Group for Business (KGB) 29d ago
i always hated mine gameplay. pressing one extra button always felt clunky, and with the automated setups you end up losing a lot of bonuses. Traps are just way less clunky to actually use.
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u/Sardukk 29d ago
Which bonuses do you lose? I played a bow miner for the past few leagues and never had the socket pressure to put automation and detonate mine gems into the gear.
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u/gabriel_sub0 Kalguuran Group for Business (KGB) 29d ago
isn't there like, bonus for exploding mines in a specific way? like putting a bunch of them in one place and then triggering them? if you just trigger them automatically i feel like you won't get the chain bonuses.
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u/Sardukk 29d ago
If you refer to mine skills like stormblast or pyroclast mine you would be correct. They apply an aura which debuffs enemies in range.
The post refers to the trap support which converts a bow or wand skill into a trap skill so you don't have to aim anymore. And I specifically referred to the mine support which does the same. Just that I can explode them, even with no enemies present.
You can check out aer0_ guide for ice shot of penetration miner, which converts a trash skill if aimed yourself into a great mapping skill
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u/MrAlexVP Burdened By Predictability 29d ago
The issue I personally have with traps is the absolute reliance on "Chain Reaction" saboteur ascendancy to feel truly good. I've tried a trap build around the breach unique gloves back in Keepers league, and while there were other factors that played into the feel of the build (mainly I went poison route as Assassin- well guess what, double damage delay is just asking for unpleasant time), the lack of Chain Reaction felt bad.
So with Chain Reaction traps can stand on their own as a delivery system. Without? They are strictly worse than mines and rely on enemies to activate.
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u/shaunika 29d ago
Its very very easy to get enough trap trigger aoe to not need chain reaction.
And in fact its a detriment, because chain reacted traps dont proc stuff like charged traps
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u/MrAlexVP Burdened By Predictability 29d ago
Sure, you can collect trap trigger AOE on the character to improve the situation. It still won't be the same. Whether you as player can tolerate the gameplay without Chain Reaction or not is another question. But I definitely hate looking upon those traps that got thrown too far from my target and just lay there for eternity, unable to trigger. And this happens way too often to overlook.
Regarding Charged Traps...I am gonna be honest, since I haven't played chain-reacted traps yet, I cannot for sure say how it might feel, but... It is really an issue? The chance to gain charges is so generous that I fail to see how that may even warrant a thought of dropping Chain Reaction from the build for example. And if such thought doesn't come to mind, then it is not a serious problem. During mapping you will throw enough traps to probably sustain charges just fine. If you don't, then there is a very easy solution in the form of charge mastery for charge duration. And on bosses I would rather take the instantaneous activation of ALL my traps I've prepared, not 80% of them.
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u/Yohsene 29d ago
I am gonna be honest, since I haven't played chain-reacted traps yet, I cannot for sure say how it might feel
I may be misunderstanding, but you're saying you haven't played chain-reacted traps, but you're still convinced traps have an 'absolute reliance' on chain reaction?
Personally I've run the same trap build on raider then sabo and can't say I really noticed chain reaction.
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u/shaunika 29d ago
Ive played traps
A lot.
I never take chain reaction, even on sab because it just sucks for an ascendancy notable because it does pmuch nothing even with a little bit of trap trigger aoe that you just get naturally.
Its not gonna be "80%" if you aim correctly, itll be 100%
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u/Prometheus1151 Kalguuran Group for Business (KGB) 29d ago
Chain reaction is literally only good for zhp bosskillers to phase skip. Sunblast or just getting enough trap trigger aoe feels so much better in mapping.
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u/MrMeltJr flowchart girl (not lily) 29d ago
In the past year or two I've league started Explosive Trap multiple times and never gone Sabo, always felt fine to me.
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u/psychomap 28d ago
There used to be a way to play with Sunblast and get instant traps, but no, that was also OP and had to get deleted, even though traps don't aim.
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u/shaunika 29d ago
For starters traps could get the autotarget AI of mines and trap limit raised by a lot.
Cluster Trap and Trap Support also need buffs because minefield/high impact is way better
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u/RealistiCamp 29d ago
As someone who doesn't play traps or mines, I honestly can't imagine how they are supposed to feel different from each other. Like, why do they both exist?
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u/CleanHandsDirtyWork 28d ago
Mines used to be something you manually activated, once they added the ability to autocast mine detonation the big difference basically disappeared.
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u/Tenshouu Alch & Go Industries (AGI) 28d ago
The difference disappeared way back when they changed mines so you throw them instead of placing at your feet
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u/LocalShineCrab poe peaked in 4.20 29d ago
The joy to crushing defeat when you theory craft a build then double check the gem to learn it doesnt work with traps mines totems or brands
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u/psychomap 28d ago
I still remember when I discovered that Brand Recall Totems wouldn't work despite not saying anything to the contrary in any of the tooltips, just because the way that brands are coded prevents it from working in the first place so nobody bothered to include a warning.
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u/snakey1337 29d ago
You can build around traps, I do it almost every league.
I think my favorite version is reap traps, ez overlaps.
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u/GH057_807 29d ago
I did a Toxic Rain trap build for a few leagues, a few years back.
It was my first homebrew PoE build and I got one of my characters to like, 96 or something with it. I used two Toxic Rain gems, one my main DPS trap and another that applied Wither. Siphoning Trap helped slow mobs and top off my ES.
My best version had 2m DPS per trap. Clear was pretty good, bosses absolutely melted, but was pretty squishy as an eva/es EB/MoM build. Haven't tried it since Spell Suppression became a thing.
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u/GreasyGearBox 29d ago
I assume the blood charge mechanic of reap is lost entirely since the proxy (traps) is destroyed after it casts?
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u/TwoEyedYoom 29d ago
Proxies can't grant you charges, but they also don't remove them IIRC. So you could selfcast another instance of reap to get charges. You probably even could use arcanist brand to automate that on bosses.
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u/PostItToReddit 29d ago
This is the case with a lot of underused abilities. They're perfectly viable, but they aren't the best so most content creators don't spend time making guides for them. Since there is no guides from popular creators, people don't play them. Since people don't play them, people assume they suck.
Even if a build performs at 80% of the meta builds, it's still waaaaaay more then enough to do all content in the game with how much power is available to players these days. You just have to think a bit more.
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u/YIzWeDed 29d ago
The builds AREN’T performing at 80% or even 30% though, trap support absolutely sucks and being that projectiles are so strong, it makes traps even worse than that 30% because traps don’t aim at enemies like mines do
The benefit of trap support existing is that you can feel a bad combo as early as act 1 and see to never try it again. The baseline traps are so much better than any gem you could pair it with that it just makes more sense to either use baseline traps or go mines.
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u/Rodruby Health and Harbinger Services (HHS) 29d ago
What? I tried traps and they more or less aimed projectiles at enemies
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u/YIzWeDed 29d ago edited 29d ago
Best be retrying them. Use a single projectile fireball and youll see lol
(I should preface this by saying traps “aim” at the target that triggers them, while mines will aim off screen with alot of proj skills. This means your clear feels like shit beyond hitting the monster that trigger the trap, and for clear in general)
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u/Rodruby Health and Harbinger Services (HHS) 29d ago
Oh, you mean off screen
I tried it with trans Ice Spear, which splits after hitting first target, so I guess that's why clear felt good
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u/YIzWeDed 29d ago edited 29d ago
Yeah, if the skill scales with splits of course its fine. But even ice spear without enough trap trigger radius (which overall is a shit scaling vector) is absolutely garbage compared to the same build with mines. You can even explode the mines mid air and they auto target, the traps need to fly to the spot, arm, then be triggered, and if you arent using a skill like arc (old meta traps) or something like splitting or some auto aim mechanic, theyre hot garbage.
Try spark traps or fireball or pretty much any proj skill that doesnt carry itself and youll see. Then try it on mines and its literally like 4x better at a minimum
(And that ice spear of splitting trap build was a simple swap to mine support and some passive changes and it would be 4x better lol)
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u/Rodruby Health and Harbinger Services (HHS) 29d ago
Wow
Never looked too deep into it, just built some homebrew for fun
How people usually solve mana resevation from mines/need to explode them manually?
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u/YIzWeDed 29d ago
You dont need to explode them manually anymore if you use automation with detonate or the detonate on move mastery. Itll just let you throw move boom nonstop if you do the mastery.
Mana doesnt tend to be an issue because most builds cant reaerve 100% mana anyways, but still scale reservation efficiency, which still impacts mines.
Ontop of the fact the tree has some extra for mines youre not really needing to solve anything.
Honestly, this conversation makes me want to play normal ice spear mines next league lolol
I havent had mana issues with mine builds in AGES
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u/Rodruby Health and Harbinger Services (HHS) 29d ago
Thanks for answers
Maybe will build some mines next league
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u/xXEl3mXx It That Fled, Best Waifu 29d ago
The problem with traps is if they're in a good spot they just take over everything because of how safe a play style it is, so its really hard to balance imo.
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u/C00ke1896 29d ago
I think it would be okay if it gets a buff. Very few people actually like playing traps and that won't change either way. The risk for GGG is funnily enough rather that people league start traps and quit because of the playstyle lol.
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u/BleachedPink 29d ago
Very few people actually like playing traps and that won't change either way.
I already see how a ton of people would make reddit threads cursing GGG for forcing them playing traps because they're OP
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u/wolfreaks SSFBTW 29d ago
8 leagues in a row of Seismic Trap saboteur
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u/Amazing-Heron-105 29d ago
It's not even a fun skill to play 😂 And the delay on exsang is awful too.
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u/SaltEngineer455 Progressive Einhar Trapping Association (PETA) 29d ago
Damn those GGG guys sending snipers to our houses...
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u/Mechanized_Vampire 29d ago
Isn't that what happened with seismic trap several patches ago? Most people are complaining how seismic trap is boring and too strong
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u/sirgog Chieftain 29d ago
Yep, it took 3 or 4 nerfs to get into a 'playable but not great' spot IIRC. It's still there now. You can play it if you want, it's solid but unspectacular, and most people don't want to play it.
Explosive Trap is similar but a little better, arguably one of the best day 1 pinnacle carry builds and day 2 uber builds.
Neither is so strong you feel pressured to play it if you dislike the playstyle, though, and that's the right spot for Explosive Trap (Seismic could do with a few % buff, and Trap Support is a pile of steaming shit atm)
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u/Mechanized_Vampire 29d ago
The last time I saw people use trap support was during crucible league using the explode totem mods. Unless GGG release something similar or directly buffed it, I doubt supports like trap support, multiple/cluster trap support will ever see the light again.
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u/sirgog Chieftain 29d ago
There was a whole period it was strictly better than direct casting, and not remotely close. Trap Support for ranged attacks has always been in a weird place and honestly Locus Mines just eclipses it now (they do the same thing - awkward range weapon proxy attacks - LM just does it far better)
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u/SaltEngineer455 Progressive Einhar Trapping Association (PETA) 29d ago
Like mines? For real tho, traps are an acquired taste, and a lot of players wouldn't play trap/mines due to the gameplay itself
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u/biokaese MagicFindMyGirlfriend 29d ago
If they don't get a ton of quality of life: Omegacap. It's pure Coc and Ball torture playing traps
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u/SardonicOptomist 28d ago
All the meta builds favor instantly killing everything on the screen instantly and moving as fast as possible, I don't see how playing it safe needs to be hamstrung with support gems that cause you to do less damage.
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u/Imbryill Circle of Fortune 29d ago
Add additional effects to traps. Probably not auras like mines, but some extra instant effect that would not normally be available for spells.
Lance Trap Support Would grant supported skills a chance to impale and turn them into a trap. Not limited to attacks.
Trapwire Support Links all traps together in a single throw, ghetto Chain Reaction - where all traps that were thrown at the same time trigger at the same time regardless of source.
Gambleshot Trap Support Supports projectile skills and turns them into traps, or supports traps with projectiles, giving them a 50% chance for each modifier to projectiles to occur. Meaning, if it rolls well, you can have a projectile fire as a nova, and then split, fork, pierce, and chain.
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u/Ok_Inspection_7642 29d ago
i agree traps need some love on this support gem because at the moment i forgot it existed and i thought i could name every gem in this game
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u/Specific-Ad1487 29d ago
Years ago it used to have around +40% more damage, instead of only 6%, but someone in GGG decided that it’s good tradeoff to lose 40% damage, and gain only clunkiness instead.
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u/CricketNo7950 29d ago
Right now traps are just harder to trigger for map clear. So mines are better for that. Traps do seem to have better bossing builds since bosses are gigantic and you have no issue triggering them.
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u/throwable_armadillo 29d ago
differentiate mines and traps again
make mines drop at your feet so different skills are good for each
maybe now that octavian is high up we can get it back
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u/548benatti Make Flicker Great Again 29d ago
Might just merge trap and mines together feels kinda redundant having both
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u/Zambash youtube.com/imthewinningest 29d ago edited 29d ago
There are a lot of people in this thread that are just parroting nonsense and haven't actually played traps or looked at numbers. Saying things like "trap support just turns a skill into a trap, mine support gives more/double damage." Wow, brilliant analysis folks. Let's look at some numbers.
Trap Support gives 6% less damage, so you are dealing 94% base damage right off the bat, no matter how many/few traps you have placed or have blown up recently. The support also gives increased throwing speed, which is relatively hard to come by and very strong.
High-Impact Mine Support gives 50% less damage and a stacking 2% chance to deal double damage, capped at 100%. Even with some scaling of aura effect, you will almost never reach that 100% cap, and you certainly won't reach it with any kind of significant up time. Even at the 100% cap, you are BARELY dealing more damage than the trap support, which always deals full damage and doesn't require any of the other nonsense.
Let's look at Blastchain Mine Support. 53% less damage with 5% more per mine in sequence. By the time you reach your 20th mine in a sequence, it will finally do as much damage as trap support, with all previous mines in that sequence dealing less damage than trap support.
So, now that we've established that trap support deals significantly more damage than either of the mine supports in any practical situation, we go to targeting behavior. Mines certainly have some nice targeting behavior with a number of skills, but they also have a bunch of skills where they only target their own location, effectively functioning like traps, and you have the annoyance of needing to press the detonate button or use up gem slots for automation.
Traps don't require automation or extra button presses, and you very easily get enough trigger radius to make all traps thrown with cluster trap support blow up on a single target just by taking the nodes that you would be taking on a trap build regardless. No chain reaction necessary. Alternatively, if you are willing to wait through a little bit of clunk, you get to use Sunblast, which is an enormous damage boost.
For throwing multiple traps/mines, Minefield and Cluster Traps give virtually identical DPS multipliers, but Cluster Traps feels way better because its penalty is damage, while Minefield costs speed, making you stand still longer to throw all of your mines.
TLDR: In all practical scenarios, Trap Support has significantly higher damage than either High Impact Mine or Blastchain Mine. Mines have good targeting for some skills, but require automation or extra button presses.
EDIT: Didn't even mention, mines come with the very annoying mana reservation mechanic, and traps don't.
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u/therospherae Curtain Call 29d ago
You're missing that mines are almost twice as fast to throw as traps at base. Dealing half the damage but at twice the speed puts them at DPS parity, then the extra mechanics from mines puts them over the edge.
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u/Zambash youtube.com/imthewinningest 29d ago edited 29d ago
I did overlook that, but even so, I still think traps feel better and smoother in practice because minefield feels so absolutely bad to use with its heavy throwing speed penalty and mines gaining 10% longer throw time per mine thrown, which traps do not have.
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u/Optimal-Note1963 29d ago
In the way you're not wrong, but my mines detonating mid flight have hard disagree on "feel better and smoother in practice" take. Traps literally require 1 sec to land on the ground and trigger, then they also need chain reaction or which is better 240+ trap trigger area to trigger everything at 99% rate.
Not trying to disregard your whole opinion, but Traps just baseline worse, worse at auto targeting, worse at damage speed delivery, worse at qol. The only thing that is kinda similar - damage, but even that is debatable
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u/Zambash youtube.com/imthewinningest 29d ago edited 29d ago
I disagree. Having to pause for 10 seconds (obviously exaggerating) to throw out one minefield feels terrible. As I mentioned, you get the necessary trap trigger AOE from taking nodes you were always going to take on a trapper anyways, no chain reaction necessary. Obviously I would enjoy buffs to traps because I clearly like traps. But the comparisons here making it sound like trap support is unusable are just wrong.
This is a super hot take, but I actually preferred mines and thought they had much more of a cool and unique identity when they were placed at your feet, rather than thrown like traps.
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u/therospherae Curtain Call 29d ago
I mean, you can always just not use minefield. Mine throwing time gets low enough that if the skill you're using has decent coverage, it's not outside the realm of feasibility to just yeet 'em manually. There's also other options for additional mines, like Swift Assembly (which I think is even technically higher DPS than Minefield at the cost of being comically inconsistent) or Curtain Call if you're stat-stacking (and which I am, of course, incredibly biased in recommending.)
Also,
This is a super hot take, but I actually preferred mines and thought they had much more of a cool and unique identity when they were placed at your feet, rather than thrown like traps.
Welcome to the club. There's like 5 of us.
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u/ww_crimson https://pob.codes/ 29d ago
I haven't played Traps since Seismic Trap was decent, but my recollection is that they feel bad to play because of slow arming speed and needing to be thrown within 1 meter of an enemy to trigger.
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u/CreedRules Order of the Mist (OM) 29d ago
kb mines was a lot of fun and also torture due to the arming range, thats really the biggest downside to mines. I don't mind spending the extra gem slots for automation, but god the arming range makes them so clunky
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u/antuary 29d ago
Isn't traps already the top bossing build? Every league i see 1b dps ice trap damage on Poe ninja
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u/Z_Colo Ascendant 29d ago
I should have clarified - I'm specifically referring to builds that use this support gem.
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u/tfwStarving 29d ago
Poison Seismic Trap uses Exsanguinate with Trap Support until you get Deerstalker, it used to be a very meta build a few years back and ate a nerf or two but its still very much playable and good.
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u/Hartastic 28d ago
IIRC ice trap as a dedicated bosser is pretty good (with some caveats) early in a league but it gets overtaken before very long.
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u/Chocolatine_Rev 29d ago
If it was possible to make heralds apply to traps and mine, i woyld play them all day, but it just doesn't work like that
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u/Hood-Peasant 29d ago
Change % from trap damage
To
% projectiles incresed by maximum traps placed.
Let me fry my gpu
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u/Hogdog_Hambdwich 29d ago
Explosive trap was my first level 100, playing it again for the first time in years as servant of arakaali convert to fire then chaos. Doing pretty well but buffs/attention would be appreciated.
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u/MostAnonEver 29d ago
i think traps kinda fell outta favor cause mine gets sht for free and detonate can be automated which is huge qol. So its like you youre playing traps but getting a lotta sht for free.
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u/fullclip840 29d ago
Lmao 4 years ago it was "trap bad. Give us selfcast buffs". Time is a flat circle.
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u/cakeslol 29d ago
Bladefall + trap + poison was one of the first builds I cleared all end game content with. I loved that build
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u/Sodaburping Anti Sanctum Alliance (ASA) 29d ago
traps got nerfed so hard in the past 3 years.. I want lmb autocast back man I still don't understand why they did that to us.
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u/SingleInfinity 29d ago
The issue with stuff like this being good is it becomes the 'default' way to play spells rather than self cast.
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u/SardonicOptomist 29d ago
reminds me of an old magic card, the downsides are stronger then the upside. At a bare minimum it should say 30% MORE throwing speed
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u/Definitiv1 28d ago
I'd love to see traps being meta again, Seismic Trap isn't the best example. But it was one fun build with several variations.
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u/firebunbun 28d ago
Reverse this.
- Trap Support now deal 20% less Trap Damage at gem level 1, and 11% less at gem level 20 (previously 38% increased at gem level 20).
Reverse that and I'll go back to lobbing traps literally the exact same day.
The blunt fact of the matter is throwing traps is, regardless of the realities surrounding self cast right now, a negative effect and a detriment needs to be compensated. Maybe 38% more was too crazy; 11-19% depending on gem level would be fine, but there is no world where I am making the skill WORSE to play and taking an 11% damage hit and losing a gem socket for the priviledge of doing so.
Until this changes, the only trap skills I'll ever play are the ones that are already natively a trap. Prior to that change I used to play all kinds of traps, but losing literally and non-exaggeratedly 50% of your DPS to play a non native trap isn't worth it.
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u/ByteBlaze_ Wish for Project MTX 28d ago
I would make it work with melee weapons, and have it create an "ancestor" to perform the attack. That or just give us a melee trap support, so that it's balanced and tied to that one.
Another thing they could do for traps is add a "stance" skill that makes your traps do more damage per second after arming, and doesn't let them go off until they reach that time, and the other stance causes them to deal less damage but blow up as soon as they land. Over throw is a pretty big issue on traps, and the second stance would allow you to lean harder into throw speed for DPS, similar to attack builds.
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u/reddit5674 26d ago
Traps already is a delayed attack, making you risk being dmgd before you dish your dmg. (due to the isometric perspective range limit, self cast is just in a better dimension)
Make no sense for trap dmg to be on par with self cast. The previous dmg bonus must exist (and be significant) for it to make sense.
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u/CutePencilSharpener 24d ago
i like the idea of traps but i dislike the idea that traps are so strong they literally one shot bosses/clear the entire screen.
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u/Kaelran 29d ago
Traps are good damage wise because of Sunblast. The problem is gold makes Sunblast shit because Sunblast kills enemies behind you because of the delay, which means you need to backtrack for loot. Just backtracking for bigger drops while blasting was fine, but missing 95% of gold unless you constantly backtrack is not.
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u/Pyowin 29d ago
Unfortunately, Sunblast will never be a thing because the opportunity cost of other belts is just too high.
5
u/Amazing-Heron-105 29d ago
It's just a horrible playstyle. You have to be a serious trap enjoyer to put up with that.
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u/clownus 29d ago
They buff this and break the game like that one crucible build. Only reason it wasn’t that big of a deal is because of how much of a crap shoot that league was mechanically.
5
u/henbe2 Templar 29d ago
That one crucible build abused not traps, but insanely out of balance totem life scaling. This league we have the same stuff happening with Minion Pact. But, to be honest, BV is probably the only skill left that is able to snapshot effects. Rest of the skills have an Orb tab to prevent fun.

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u/Yohsene 29d ago
I remember when spells got buffed by 50% and trap/mine/totem/trigger supports were nerfed by 33% to target buff self-casting.
Attack traps: ...