Drazhar14 Posted July 24, 2014 Share Posted July 24, 2014 The concept behind this ability is really cool, however I find the ability extremely situation and most of the time useless since objects in the environment can be limited sometimes. To improve its effectiveness, it should affect more types of objects (or even generate random mystery objects of some sort if nothing is around). Also, if important objects like Interception control panels and Defense power cores were affected, I think the ability would be much more valuable. To prevent it from being overpowered in these situation, the trap could be a one time trigger on these objects, then must be recast. That's my two cents on the ability. Link to comment Share on other sites More sharing options...
Retrikaethan Posted July 24, 2014 Share Posted July 24, 2014 generating objects for players to shoot to do various effects in combination with converting whats there would make this skill a lot more practical. might even drop something for it then :D (also having some of these objects be automatic traps like the lockers things would be awesome as well) Link to comment Share on other sites More sharing options...
Vaskadar Posted July 24, 2014 Share Posted July 24, 2014 They also need to have a greater effect on the AI with the booby-trapped lockers, otherwise this skill isn't worth the 50 energy. Link to comment Share on other sites More sharing options...
Kevlareater Posted July 24, 2014 Share Posted July 24, 2014 I'm not a fan of this skill, either. When I first read about it, I thought Sleight of Hand booby-trapped ammo drops so they acted as tiny proximity mines, as opposed to making ammo disappear from my sight upon activation. Aside from rigging traps and cameras in my favor, this skill is worthless to me outside of ODD, depending on my weapon of choice and if it has an ammo mutation mod. Link to comment Share on other sites More sharing options...
tris1 Posted July 24, 2014 Share Posted July 24, 2014 the skill should create traps or images the skill at the moment isn't worth the energy or time and AI for it is disappointing not to mention its a 1 time use skill and very situational for a fast action game except certain modes Link to comment Share on other sites More sharing options...
Drazhar14 Posted July 25, 2014 Author Share Posted July 25, 2014 In addition, I don't like how it makes every ammo drop explode. It wastes ammo and often misses. They should only explode when enemies are in proximity. Link to comment Share on other sites More sharing options...
[DE]Momaw Posted July 25, 2014 Share Posted July 25, 2014 I would change three things. 1.) Ammo packs should function as landmines, not immediately explode. Massive waste of ammo otherwise. 2.) Energy-door-traps on Grineer ships should function the same way as Corpus laser gates do: allies can move through, and even gain energy by standing in the beam, but enemies get hurt. 3.) Damage of traps created should scale to the level of enemies being spawned. Link to comment Share on other sites More sharing options...
Yopee Posted July 25, 2014 Share Posted July 25, 2014 My main gripe with Sleight of Hand is that it goes against Mirage's general style of relying on weapons to deal damage. Using weapons requires ammo. Hall of Mirrors, Eclipse makes my weapons work better, requiring less ammo. Sleight of Hand destroys ammo. Link to comment Share on other sites More sharing options...
Drazhar14 Posted July 26, 2014 Author Share Posted July 26, 2014 I would change three things. 1.) Ammo packs should function as landmines, not immediately explode. Massive waste of ammo otherwise. 2.) Energy-door-traps on Grineer ships should function the same way as Corpus laser gates do: allies can move through, and even gain energy by standing in the beam, but enemies get hurt. 3.) Damage of traps created should scale to the level of enemies being spawned. These changes are pretty simple, yet would vastly improve the ability. But even with these, it still feels like it's missing something... Link to comment Share on other sites More sharing options...
Scryed Posted July 26, 2014 Share Posted July 26, 2014 took it off the hot bar, for the most part it is too situational and rather useless. Link to comment Share on other sites More sharing options...
Renegade343 Posted July 26, 2014 Share Posted July 26, 2014 What about even interacting with the other non-interactable items, like those static Grineer boxes, crates, railings and such (while it may be very time-consuming to code for, it would be fun if enemies take damage when near these items when they take cover behind them)? Link to comment Share on other sites More sharing options...
Commander_Mawile Posted July 26, 2014 Share Posted July 26, 2014 What bothers me the most about this ability is that it breaks stealth. If I could cast this without alerting the enemies to my presence, I would love this ability a whole lot more (which is honestly how I expected it to behave). Link to comment Share on other sites More sharing options...
Drazhar14 Posted August 1, 2014 Author Share Posted August 1, 2014 It breaks stealth?! Haha, lets set a trap, but first let enemies know we are here! Um... Link to comment Share on other sites More sharing options...
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