can we fucking do something about caitlyns traps?

lolipopevelynn··82 votes·4,131 views

the fact that they cant be destroyed like litterally every other trap in the game is retarded enough, but what takes this to another level of stupidity is that she can place 5 of them AT ONCE, which zones the entire lane. can you reduce the number back to 3? or make it to where she can only place 2 every 30 seconds like kalista and her sentinels.

79 Comments

S0NA20 votes

All I want is for their outline to glow when she hides them underneath my tower's model.

Yuzuki Yukarin9 votes

I want them to be visible in bushes LIKE THEY'RE SUPPOSED TO BE. Seriously, why is Rito refusing to fix this? They made a patch that was specifically aimed at making them more visible and achieved the complete opposite result.

Rito's programmers couldn't tell the difference between a banana and a monkey wrench.

Chembaron Yamada3 votes

Who says they are supposed to be visible in bushes? If stuff like SionQ, Illaoi E & Q, Heimerdinger Q are not visible in bushes, why should these traps?

undesirable team6 votes

{quoted}

Who says they are supposed to be visible in bushes? If stuff like SionQ, Illaoi E & Q, Heimerdinger Q are not visible in bushes, why should these traps?

because theyre not traps

Xivilai Anaxes1 votes

Well... a Sion Q is a trap by certain definitions...

Pika3101 votes

"Don't give me that Obi Wan crap!"

~ Emperor Palpatine, 2016

Lintu Puck1 votes

but if a "trap" is visible when hidden in a bush or behind the sight of a turret, then is it still a "trap"? do we need to look up what the word "trap" means?

Miku Hime sama3 votes

Well considering they're normally visible otherwise, that route of logic doesn't apply. Besides, they specifically used to be visible in bushes both pre- and post-5.22, until someone, probably Fearless, shadow buffed them.

Mr Killalot15 votes

Can people stop crying about her traps every few days? It's not hard to play around, like seriously. Zoning people is kind of her niche. It's like saying you should take the stun off of Ashe's ult because an adc shouldn't have engage.

Illâoi Evê Siôn5 votes

No, it would be like asking for Ashe's ult to stun for 1 -- 3.5 seconds based on far it has traveled instead of 2.5 seconds point-blank.

AWildAPKalista6 votes

{quoted}

No, it would be like asking for Ashe's ult to stun for 1 -- 3.5 seconds based on far it has traveled instead of 2.5 seconds point-blank.

"Enchanted Crystal Arrow

The main target is stunned, while nearby enemies are slowed, both for 1-3.5 seconds, based on the distance the arrow traveled."

http://leagueoflegends.wikia.com/wiki/Ashe/Abilities

Except that's literally how Ashe's ult already works. I don't understand what you're trying to say or if you just misspoke. In which case, I still don't understand what you're trying to say, the analogy just seems out of place.

Prestige Eve4 votes

{quoted}

Can people stop crying about her traps every few days? It's not hard to play around, like seriously. Zoning people is kind of her niche. It's like saying you should take the stun off of Ashe's ult because an adc shouldn't have engage.

I get that zoning people is her thing but she shouldn't be able to make a permanent mini wall around her enemy's turret, preventing them from leaving if she gets just a bit ahead. If there was a way to deactivate her traps I'm sure they're would be zero complaints, but as it stands you're forced to step on it and take an enhanced auto from her if you want to remove one. And the unbalance of not being able to remove them really shows in all the other maps as well. I'm aware that bringing up other maps isn't exactly a fair thing to do but it still feels extremely dumb that she can create immovable walls in aram and any other game mode that doesn't lesson her CD and force people to die if they want to remove one, when she can already do the same thing in Summoner's Rift. All I'm asking is that there be a way to remove them. Is that too much to ask?

Mr Killalot5 votes

OK so here's the thing:

  1. They are not permanent. They sit for a fixed time before they go away.
  2. Even at 5 traps it isn't that hard to not step on them around turrets. Honestly the only time you step on them is when your not paying enough attention.
  3. Spellsheilds are you're friend against Caitlyn.
  4. I understand that you're upset they can't be removed, but think about this for a second. Almost every champion has a "broken" mechanic about them. Ryze can teleport an entire team plus minions. Kayle can make someone invincible for a period of time. Jinx melts everyone late game. Karthus can one button kill people from anywhere. Without letting each champ have some sort of broken mechanic, this game becomes a lot less fun. Caitlyn's ult is very underwhelming when you really think about it, so it's not that bad to me for her traps to do what they do.

I know they can be frustrating, but I love them. They create a very unique gameplay element to have to play around. Every champion should have something about them that changes the game. If you think about it, the rest of her kit doesn't really do it.

Dolasaur12 votes

Where would you add power into her kit to compensate? Other people have pointed out that you're likely saying that Caitlyn is annoying rather than "OP", so presumably you understand that taking power out of her traps would require putting it elsewhere.

Illâoi Evê Siôn2 votes

We understand that. But since Caitlyn is sort of a jack of all trades I wouldn't mind if she gets more powerful at one thing and less at something else. Maybe she could Headshot towers for half damage? She's supposed to excel at sieging after all. And any Headshot directed at a tower is a Headshot you don't have to tank yourself so you'd still have a chance at engaging to defend your tower.

Miku Hime sama5 votes

Towers don't have heads, they aren't organic beings with a clear and distinguishable weakness that can be exploited like a "brain" or "heart." They don't have any noticeable weak points in fact, hence why you can't crit a turret either. It makes no sense for Caitlyn to have such an interaction.

Now, if you were to suggest they revert the reversion on her charging her passive on turrets, I might be obliged to agree, but judging by the rest of your inexperienced comments in this thread, I wouldn't imagine you'd make an intelligent suggestion like that. So you can borrow it from me as a gift in my hopes that you become better at this game.

Illâoi Evê Siôn4 votes

Towers don't have heads. Of course! How could I have been stupid enough to forget that rule? I mean, everyone knows Lee Sin is immune to blinds after all, and Blitzcrank can't be charmed, Brand can't be ignited. I guess the reason why Cho'Gath heals from destroying a tower is because he swallows the stones like some reptiles do? Who would have guessed that Cho'Gath of all monsters doesn't have a proficient digestive system. Man, these interactions with you are so educational.

Yuzuki Yukarin11 votes

You seem to be intentionally ignoring the fact that they had much larger hitboxes when she could only place three. Comparatively, her current traps are much harder to use and much harder to zone a lane with. Even if their hitboxes overlap, players can still manage to walk in between without setting any off. Also, reload time on them is extremely long for the first few ranks and she can't even hold or place 5 until much later.

Illâoi Evê Siôn4 votes

[{quoted}](name=Yuzuki Yukarin,realm=OCE,application-id=3ErqAdtq,discussion-id=EvJ0zEqv,comment-id=0001,timestamp=2017-04-03T05:14:02.931+0000)

You seem to be intentionally ignoring the fact that they had much larger hitboxes when she could only place three. Comparatively, her current traps are much harder to use and much harder to zone a lane with. Even if their hitboxes overlap, players can still manage to walk in between without setting any off.

Edit: Missed the chance to do this "You're fake news!"

That's not true (look it up). They had exactly the same hitbox. She could only place three traps, with the full cooldown between each trap. Traps only snared for 1.5 seconds, costed more Mana, and had much lower damage potential.

Yuzuki Yukarin6 votes

I don't have to look up sites that are well-known for faulty info, to know that their info is faulty. Since you have never played Caitlyn, I suggest asking literally anyone that has played her pre-5.22 and they will tell you this: the radius of the cupcakes has been cut in half. The value that used to be their radius, is now factually their diameter. The overall area^2 that each cupcake covers is thusly one quarter their pre-5.22 area^2.

If they're lined up along X, a straight-line only covers 83.3333% the width her pre-5.22 traps did. If you want to thrown in Y & compare the overall square area, they aren't even half of the units they used to be pre-5.22.

I'm sorry that you don't want to believe Earth is spherical, but it's a mathematical fact.

Illâoi Evê Siôn1 votes

[deleted]

AWildAPKalista5 votes

As a matter of fact, Patch Notes are actually well-known for faulty, missing(often intentional) and misleading info. Fearless has publicly admitted to intentionally hiding VERY IMPORTANT information from patch notes. He literally hid an entire champion's rework numbers from the patch notes AND the champion update page(Sona.) That was around 40 changes in a single patch that were completely undocumented, except on the PBE forums.

I could list close to a dozen shadow nerfs off-hand that Ritoers eventually confirmed. There are constantly other general mistakes made to patch notes, including listing changes that aren't Live yet, incorrectly listing info and basic typos, misspellings, such and nth other mistakes.

The fact that Rito is constantly making mistakes, intentionally hiding changes and listing corrections without context makes the patch notes highly unreliable and 3rd-party sites even less reliable since they're updated by random people that may or may not know the correct information, especially considering their being bombarded by false info and often having to dive through thousands of threads on nth forums like here, Reddit and so on to find Rito declarations, that may or may not exist. Even Rito's own game guide on this site is untrustworthy, it's "updated" by employees that once again may or may not have the correct info as they aren't actually directly involved in balance changes or the game's coding. That's assuming champion pages are updated at all, Sona's champion page for instance was both incorrect and incomplete all for nearly 2 full years, all the way from patch 4.13 up until 6.14.

Blåbæret4 votes

Hard to use? LMAO, the traps are as easy as it gets lol. Implying that placing traps takes any sort of skill rofl.

Yuzuki Yukarin5 votes

"Harder" isn't the same as "hard." I'd suggest brushing up on your English skills.

Let's look at it from an arithmetical sense: -1 is much more positive than -10. Does that make -1 a positive number? NO IT DOES NOT.

Wyrmblade10 votes

No. Get good.

Åeolus9 votes

Lol are you being serious I can't tell if this is sarcastic or not.

Melledoneus8 votes

I think removing the ability for her to place them under someone would be a good start.

We could also change her headshot to have a range floor, so she can't headshot someone who jumps on her and she doesn't have E.

Aimléss9 votes

That nerf would probably destroy her lol.

Melledoneus3 votes

Would it? Because I think if you get closer to the long range carry, like you would against Xerath or Ziggs, their ability to deal damage should be reduced, like what happens with Xerath and Ziggs.

She already has her E to get back to long range, why would this be such a huge problem?

Aimléss9 votes

You don't take that kind of thing away from a champion that may be annoying but is balanced without giving it something in return. Like if you lowered her close range damage, but increased her long range damage, then its a fair and balanced approach. Ranged champs already have no chance when a melee one is on them, why would we even want to make that worse? You're kinda sounding like a bias top main right now lol.

Turbanator13378 votes

You realize that you can walk in between the traps right? There will always be at least one space where you can squeeze through. They aren't big enough to cover the entire lane unless she's putting them around your tower, in which case you've let her push you under tower, which is a mistake. As long as you keep track of where they are and how you're positioning, they can always be reasonably dealt with.

salty testi2 votes

[deleted]

Lintu Puck4 votes

well if you are either of those champs then part of your job is to actually TANK THE SHOT. not to mention Nautilus HAS A SHIELD that should be able to soak up the damage from her next shot.

lolipopevelynn2 votes

{quoted}

You realize that you can walk in between the traps right? There will always be at least one space where you can squeeze through. They aren't big enough to cover the entire lane unless she's putting them around your tower, in which case you've let her push you under tower, which is a mistake. As long as you keep track of where they are and how you're positioning, they can always be reasonably dealt with.

this annoys me because people who say this doesnt understand what "zoning" means. you cant just walk through that mouse hole of a gap space while also trying to maneuver around other champion skill shots such as lux, ahri, gp barrels, zed Qs, zyra snares ammu bandage tosses, etc etc just to name a few examples.

the point isnt about you being able to maneuver around the traps, the POINT is that it creates these zones that yyou cant go anywhere close to while also dodging other zone controlling abilities/skill shots. Basically it LIMITS your ability to counter attack or move around and the lane or whatever space she is trying to control while her and her team are sigeing..

imagine trying to dodge GP barrels and lux/ahri pokes while also being surrounded by traps... its cancerous. a good GP will play around those traps. Gangplank "hmm, this guy has 2 traps infront of him, 1 trap on either sides of him, and 1 trap behind him, good time to tripple barrel him and chunk him for 90% of his HP, and if he tries to dodge he is going to hit a trap and prob die to a lux snare follow up and amu dive. clearly he doesnt want to get trapped, so he will try to go towards the diagonal gaps between the traps to avoid the trap, that is where ill place barrel, ez pz."

Lucian "please nerf GP, he just chunked 90% of my health then killed me with his ult!"

another thing, 10 times out of 10 when a team fight breaks out you no longer pay attention to the traps that you cant destroy and instead pay attention to the Sejuani who just threw a 5 man ulti at your team and you are in a panic to not get wipped out. so no, its not as simple as "pay attention to the ground, not the champions trying to kill you"

Gstevenston7 votes

The difference is that other traps have to be revealed before they can be destroyed, while Cait traps don't. Pretty sure I've seen this thread 20 times now.

FastAsHeck6 votes

and i hate how fast they arm. It's just frustrating when a high damage adc can also chain cc with their support.

FiddlesOnTheRoof10 votes

They really don't arm that fast. To arm a trap in tandem with a leona q, you have to place the trap before leona arrives on the enemy. They are actually frustratingly difficult to arm under an enemy.

Yuzuki Yukarin6 votes

This is very true. It's frustrating to play Caitlyn against competent opponents. Any half-intelligent person is able to literally walk off the trap in the cooldown between basic attacks. For an opponent to be caught in a trap, they either have to be hard CC'd for a considerably long time, their focus isn't on you and thus aren't paying attention, or your opponent is incompetent and unskilled. It should be clear which people in this thread are the 3rd one.

I honestly have snared considerably more players by throwing cupcakes BEHIND people and trapping them as they mistakenly walk back onto them, than I have by trying to get off the full arm time on people dumb enough to stand still against a champ who's all 3 basic spells are *skillshots.

FiddlesOnTheRoof4 votes

Well said. And people wanting them to be able to be destroyed don't realize how much that would gut cait. She is a zone control adc. Maybe the only one. She's unique in that regard. Making her traps destroyable would make them virtually worthless, unless they were like Nid traps and invisible. I don't think anyone wants invisible Cait traps. Walk around them.

The Sword Saint6 votes

In lane if she puts them all down in one spot you should manipulate the wave so she has to leave them bu pushing or pulling until the minions are in a different spot. In a siege you should push up two or more lanes at the same time and swap your focus to whichever one she doesn't commit all her traps to.

FiddlesOnTheRoof5 votes

And yet she still has a 50% win rate. SO broken.

Illâoi Evê Siôn17 votes

It's not about win rate. Yasuo's win rate could be 45% and people would still hate him.

FiddlesOnTheRoof4 votes

I can only speak for myself. If I know I have a better than 50% chance of winning when Yasuo is picked, I'll love playing against him. But win rate is the ultimate indicator of balanced. Cait is almost as balanced as possible. She shouldn't be touched. If they nerf traps, they have to allocate power elsewhere, and that could take two more seasons of patching and balancing to achieve a 50% win rate again. No one realizes how pathetically weak she is mid game. Punish her then.

Hella Kaiser3 votes

we don't want her traps nerfed because they are overpowered, we want 'em nerfed because they are annoying and they lack interactivity and counterplay. you could say "just don't walk on them" but then again. why am i not allowed to walk in 1/3 of my lane and i can't do anything about it?

Yuzuki Yukarin6 votes

"Lack interactivity," "lack counterplay." Both of these are lies. You don't have to interact them, you can openly choose not to. They don't fill 1/3 of the lane, they can't even fill 1/3 of the 1-dimensional radius without at least 3 points in the skill.

As for counterplay, there is A LOT of counter to Cait's traps. First off, cupcakes are a literal LIABILITY against Nocturne and more importantly SIVIR. A Caitlyn that foolishly attempts to zone a Sivir is literally assisting her with the tools to push and bully her out of lane. Itemwise, Banshee Veil or better yet EDGE OF NIGHT both eliminate traps. Or here's the best idea yet: disengage them when she can't get within the 1300 range. When she's stuck half the lane away, or just not even there at all. They don't do damage anymore, there's literally ZERO reason not to eat them cupcakes when she's not there.

Hella Kaiser3 votes

"step on 'em when she's not around" is not counterplay. Having to pick sivir is not counterplay. Buying bashee of edge of night kind of is counterplay but an adc shouldn't buy 'em first item just because... They are 5 traps... a good cait can zone half a lane just with the traps. If you add creepblock to the wellplaced traps, trying to engage is like playing Microsoft's minesweeper.

Emmy Cha0s6 votes

Counter-picking a champion with a counter-pick to said champion is literally the definition of counterplay. You're literally playing to counter that champion. Likewise, how is burning a champion's cooldowns and ammo when they aren't around to utilize them not inherent "counterplay?" By your logic, destroying a pink ward with no enemies around to stop you isn't "counterplay." Sweeping Teemo shrooms or Jin flowers while nobody around, according to you again isn't "counterplay" either. Yet buying an item is?

By definition, counterplay is playing in a manner that "counters" your opponent. Rito themselves have stated that "buying an item" isn't real countplay, because you aren't "playing" an item that is passively sitting in your inventory. However, PERFORMING ACTIONS that intentionally in direct COUNTER to your opponent is in fact more "counterplay" based on dictionary definition. Stepping on a trap that can't be utilized is PLAYING in a manner that is counter to your opponent. PLAYING a champion that counters your opponent is (of course) counter to your opponent. Banshee and Edge are literally the least-effective method of the 3 I listed, yet somehow you claim otherwise while at the same time contradicting yourself and claiming otherwise of that as well. I can't fathom how anyone arrives at the mislogic you've misrepresented.


Now, that's by no way to say that Sivir is a Caitlyn counter. Caitlyn doesn't have counters, only favorable and skill-based match-ups. However, for the intent of this thread, Sivir is a direct COUNTER to cupcakes, peacemaker and Caitlyn's typical playstyle. A skilled Caitlyn will completely forego attempting to zone with spells and instead zone with her 150-unit range advantage. The average low-elo Caitlyn doesn't understand this complete change in strategy though and will let Sivir run her over.

Hella Kaiser2 votes

Counterpicking is not counterplay as it depends on luck. If your lane opponent pick before you you can counter 'em. If you the one to pick first, you have a higher chance of getting countered. This cannot be considered counterplay. For the other traps of pinks that you mention, can be destroyed even if people are near without getting punished. And they aren't oppressive as hell ('cept for teemo shrooms that are toxic af and always tilt me and make me buy a red trinket every time i see him). For jhin's flowers you can walk over one, get awayand dodge his snare. Immagine if he was able instantly snare you on in with no skillshot and no charge time. That would've been a problem and it would need more counterplay as using a red trinket to destroy it would not be enough.

Buying an item is not complete counterplay. But at least is not based on luck like counterpicking. The only other non destructible trap is nidalee's, and it has a timer and cannot be stacked up to 5. Where's the counterplay in nida's trap? Not stepping on it, why isn't it annoying? Because it's limited.

Would yasuo's dash be as annoying if he was able to dash only 3 times before a 10 s cooldown? No.

The problem with cait's traps is that they are too many.

I would rather see her headshot dmg increased and the number of traps decreased. As the headshot is more counterable that her traps.

If i step on her traps when she's not in lane, what stops her from placing again 5 traps once she comes back?

Aeró5 votes

its not the traps that are broken about her, its the headshot damage which should be toned down. caitlyns can run outta traps very fast early to mid game if they throw em around randomly and a decent player should be able to micromanage their locations.

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