Cait traps should be able to be destroyed!

Lt Špårkz··33 votes·1,779 views

Even though nid's traps go invisible you can destroy them. But caits you can't you just have to walk on it or miss some cs and i think it is kinda of a dum idea that she can get a free headshot off of someone just stepping in a trap they can't destroy.

40 Comments

Dark Kaitos10 votes

what about being more visible when behind turrets.

50000000000000002 votes

That would help, but I'm not sure that really addresses the point.

Daddy Ants2 votes

[{quoted}](name=Dark Kaitos,realm=NA,application-id=3ErqAdtq,discussion-id=zFelV8U9,comment-id=0002,timestamp=2017-04-30T00:04:32.690+0000)

what about being more visible when behind turrets.

Make them have half duration when under an enemy turret like Azir's Soldiers.

fuffychan5 votes

How about you stop being bad and stepping on them?

Succubús GF9 votes

Cait's traps have always been oppressive lol

Sexy Jack Rabbit5 votes

Not when she could only have 3.

Melledoneus8 votes

Yeah, lemme just detour through river to bypass the congo line of death traps Cait put under my turret for some CS.

Jäÿ1 votes

honestly loool

Chembaron Yamada3 votes

I think they shouldn't be destroyable. They are meant as zoning tools for sieging, if enemies can destroy them, they won't work for that anymore.

And you forgot something.... most traps in this game do something on their own like dealing damage to the enemy. Caitlyns traps require her to be nearby to function properly.

And that IS a difference. I already killed people with Jhin traps while being miles away myself. You can't do the same as Caitlyn.

Volphi1 votes

[deleted]

Chembaron Yamada1 votes

Of course you have a limited field of moving. That is called zoning and is exactly what they are supposed to do. ô.o

And about the Jhin traps: you have to think a bit outside of the box. Jhins traps are invisible for the enemy. So your allies can lure them into them, CC the enemy in the trap.... and you helped them with great burst damage while not being present.

Now look at Caitlyn traps. Let's say you placed them to help your team and then move away. The traps are visible. As long as your enemy is not blind, there is no way they are stepping in them. No benefit for your team member. If you want these traps to be useful, Caitlyn has to be nearby so she can

  1. place them reactively for chain CC
  2. AA the enemy for the additional headshot.

Jhins traps create benefit for his team members even if he is not in range. Caitlyns traps don't.

BALDG1VEN BOOMER2 votes

The fact that this thread got three up votes makes me wonder

Rıots Bad Client2 votes

item 3341 It would be cool if you can use this to temperately disable them

Naomi CoffeeGoat1 votes

Traps aren't disabled anymore by that trinket.

Mech0p2 votes

don't think they should be able to be destroyed but I do think that 1 should be cut off down to 4 and they should have a 1 min cd for each one placed... During that time your not able to place any down until one of them expires... This will make it to where you have to think in advanced to where you want to place them...

Chembaron Yamada1 votes

That would completely contradict their purpose.... They are meant to be placed in a line in a short time frame. They are meant as zoning tools for sieging.

That's the same reason why they shouldn't be destroyable. Because they wouldn't function for their intended role then.

Erockandroll3 votes

{quoted}

That would completely contradict their purpose.... They are meant to be placed in a line in a short time frame. They are meant as zoning tools for sieging.

That's the same reason why they shouldn't be destroyable. Because they wouldn't function for their intended role then.

Kinda feels like the trap balance is in a state of limbo. You can't make it destructible without ruining it's intended purpose. But at the same time, people feel like there's not enough counterplay as it currently is.

I'm sure there's something that can be done. Higher CD, Lower trap duration, other potential levers that can give them more counterplay.

Chembaron Yamada1 votes

Higher CD and lower trap duration wouldn't change anything about counterplay, though. It would just shorten the time window Caitlyn is able to block the lane.

I think it actually has enough counterplay...

DemiluniS2 votes

you already have to think in advance where to place them and what area to deny, it's getting a bit oppresive late game, but cait got nothing going for her in case she's getting behind, so the zone control gives her a bit of utility she needs

RainbowIcee2 votes

I disagree with this, this would be a tremendous nerf to her. I do think however her traps should have the azir treatment, where if placed near a tower they should expire quickly.

Chembaron Yamada1 votes

The "azir treatment" would be contradicting to what these traps are supposed to do. They are made for sieging, why should they make the traps the weakest in exactly the situation they are intended for?

RainbowIcee1 votes

There's a lot of things in the game designed to do stuff but not everything is oppressive. The traps have 4 functions. CC, Vision, damage boost, and blocking paths. All of these with the only limit being a restriction in the number of traps, is fair if it has more limitations.

JuannyBear2 votes

I feel like Cait's traps are fine where theyre at. If you have some kind of spell shield, it already technically gets destroyed. Ive seen many Sivirs/Morgs where they get rid of it... and/or any one with a Banshee's Veil.

An Undead brat1 votes

It pretty frustrates me how Zyra my seeds are not even that dangerous to step on when I'm nearby and can be destroyed, but Cait's traps are undestroyable and far more dangerous even when she's pretty far. And on top of that, they give fuckton of vision over you, but Zyra's seeds only 1 second - and that's only the Rampant growth seeds, not the Garden of thorns ones!

Silverjust1 votes

I think her traps should get nerfed in earlygame Propably not like this but definitly nerfed

SEKAI1 votes

I have a great and INGENIOUS idea, I think Riot should see this:

What if we make it so that Cait's traps can be destroyed by being stepped onto? Idk why for such a simple concept that's worked for so many things already, Riot hasn't applied it onto Cait's traps. It would solve so, So, SO many problems!

BLACK REALM GOD1 votes

they're visible and do no damage. you can walk through them when she's out of range. also the headshot granted is not full powered. at max rank she only has 5 traps and the cooldown for recharging is like 90 seconds a trap. there's also a delay in the traps activation when she places it so you shouldnt be getting snared by her dropping them on top of you unless you're afk auto attacking.

for a champion that has the third longest range and some of the lowest movement speed in game and some of the slowest attacks in marksmen and some of the longest cooldowns and highest mana costs of her spells i dont see a problem here.

you're fighting a champion with 1 ability and a basic attack.

Darkdemon6531 votes

[{quoted}](name=Lt Sparkz,realm=NA,application-id=3ErqAdtq,discussion-id=zFelV8U9,comment-id=,timestamp=2017-04-29T23:56:39.713+0000)

Even though nid's traps go invisible you can destroy them. But caits you can't you just have to walk on it or miss some cs and i think it is kinda of a dum idea that she can get a free headshot off of someone just stepping in a trap they can't destroy.

It's amazing how you people claim to want Caitlyn nerfed, and then ask for her traps to become invisible.

It makes me think you guys are Caitlyn players.

Chembaron Yamada1 votes

OP wasn't asking for her traps to be invisible. He wants Caitlyns traps to be destroyable while still being visible. In my opinion, that is an absolute no go.

Thilmer1 votes

An adc shouldn't zone the whole enemy team by putting 10 traps around the lane. The mechanic doesn't really suits Caitlyn.

Probably Caitlyn needs a rework anyway, since Jhin covers the role of "fantasy sniper" much better since his release.

yay nibbers1 votes

Make them destructible/disabled when using a red trinket on them like every other trap. I think that'd be a pretty fair way to do it.

EvanThomas1 votes

Unfortunately, this would destroy her siege playstyle, which is her core identity.

That being said, her traps are indeed oppressive, and should be changed in some way. I propose the following:

  1. Traps should glow through terrain and turrets (namely, Blue side bot turret and Red side Top base wall).
  2. Traps should arm after 4 seconds, not 1.1 (to prevent players from abusing them in fights and on TP locations).

This would restrict the use of her traps for a healthier playstyle - long-term zone control - instead of "place trap, get CC and superheadshots."

Chembaron Yamada1 votes

I agree that traps should glow through terrain. They are visible in the first place because the enemy should be able to play around them and these tactics are contradicting that.

But 4 seconds arming time is way too long. You would kill any creative use of the skill and a skill which is able to be used in creative ways is actually good. If that change would get through, the traps would be completely useless in any situation that is not sieging. And that is just way too limiting.

EvanThomas1 votes

Fair point about 4 seconds being too long. That being said, I think that 1.1 seconds has the same problem you mentioned: it's not conducive for use in creative ways. Right now, it's used for placing under people's feet for free headshots. A middle ground between 1.1 seconds and 4 seconds is needed, perhaps 2 - 2.5 seconds? Or maybe it scales down to 2 seconds with level.

Laxfan521 votes

I say dont let them be destroyed because they are visible but they should be changed because they are pretty oppressive

Emerald Fang1 votes

That would fucking gut her and make her unplayable because you could just destroy a trap immediately as it spawns. It would make her like Gangplank but at least with GP you can detonate the barrels before someone destroys them. Don't make them destroyable but just make them a) last a shorter time or b) have a 1 sec channel or something to disarm them.

SwiftKitten881 votes

the issue isn't the traps it the stupid charge system she has allowing her to place all of them at once.. THAT'S what makes her traps broken

AmonTheFallen1 votes

I would increase the arming time. (So she cant trap you while ccd) Than I would give it 20/18/16/14/12 sec CD and I would highlight it when its bahind tower and you cant see it.

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