i am a solo player so maybe its better than i expect but at least solo its just weak, would love one of the action skill augments to be replaced(trap card, its just not that helpful) for an AOE radiation or any other element augment so all enemies you trap are afflicted with an element or take some fall damage(think sigma from overwatch) i mean blind with anger can help for a solo player but its underwhelming and there is no reason to ever use gravity snare
Remove it.
Just kidding, don’t own the dlc. Just wanted to say anything.
Lol well I doubt it’s being used much so maybe that could work, again I could be wrong but it seems easily the weakest action skill in the game
Enemies trapped receive x% more damage.
“Press the action skill button with the trap deployed to teleport it to where the crosshair is pointing, along with any enemy in its area of effect”
It would be cool to have a way to group enemies in a big bunch and nuke them with a Nukem or a Reflux more efficiently.
- Increase the length of time enemies are suspended in the air to 4 seconds, and reduce the time between lifting pulses to .5-1 seconds.
- Give it a base range increase to match wide net
- Replace the range on Wide Net with a longbow function
- Remove the lifting enemies restriction from Forage so it can work with Blind With Anger
- Replace Trap Card with an augment that decreases the duration of the trap for: increase skill effectiveness (longer lift or confuse duration), singularity, or some kind of debuff
Is there something about it that makes it better for co op?
Good to know!
Longer uptime, wider radius, and damage bonus when hitting paralyzed enemies will make a decent start. And I will accept more creative augment ideas. Like an augment that insta-freezes mobs inside, or an augment that slams the mob down and do massive damage, maybe an augment to make it work with pets since the purple tree is pet-based. Honestly I can go on and on; it’s just way too underdeveloped.
having a way to deal set percentage damage to mobs would pair so nicely with 300/90 and the “enemies under 25% health take 50% more damage” anoints and it would be something you’d only get access to by taking Snare as an action skill.
I also thought there’d be a lot more debuff/status effect related stuff because that’s generally how traps work in most RPGs. I think a “trapped enemies take increased damage” debuff should be part of the basic Snare, with Trap Card increasing the debuff when it triggers. The trigger should be changed from entering FFYL as well–maybe throwing out the snare when FL4K takes melee damage? It would encourage a more aggressive approach to mobbing, something FL4K generally wants to avoid.
EDIT: There needs to be some kind of failsafe or benefit to using Snare against bosses. Doesn’t have to be huge but a debuff that activates on enemies immune to Snare would be nice.
There is only 1 thing i would like
its not called Levitation Snare, it being a pseudo phasegrasp is just meh
i would like the effect to act like frozen instead of grasp, i mean high gravity should stop them in their movement, not lift them up
like stasis in dead space
If it maybe somehow debuffed enemies that could be useful.
Trash Gravity Snare. Replace it with a radiation black hole thresher. Point where you want it to spawn at and it will stay in place succing in enemies and dealing aoe radiation damage.
@Gl0weN Now that is a cool idea. I really like the thresher idea, that’s a good one and would have been consistent with the Fl4k theme.
The trouble is that BL3’s singularities cause enemies to orbit around them in a way that’s actually more of a hindrance. They might be able to tweak stuff so it actually sets up groups for proper AoE follow-up, but I don’t know.
I assume the reason is that people would abuse action skill start and end anointments.
Still, given that Fl4k has Rakk Attack and would have to use an augment on it, it really doesn’t seem that broken. It would be way better on Moze though, as she has no other ways to use action skill start and end anointments as effectively has rakk attack already can.
Gravity Snare: Periodically Knocks Up, Stuns and Shocks enemies.
Decrease the rate of Gravity Snare’s periodic effect, but increase the Stun duration by 3 seconds.
Forage: FL4K regenerates health and ammo for a short time whenever an enemy is knocked into the air.
- Make the tree viable for non pet builds to
(honestly making a survivability tree for a “glass cannons” was already dumb, specially because we already got gamma burst for that easier skill floor) - Make is more effective and consistent, we need something to actually stop then, n to mildly annoy the enemies since the point is CC
- % damage for the snared enemies since thats fl4k.