Ankle Snare Trap
Originally posted by lavenderkimchee
Hi there,
I noticed during WoE that a single player would be able to trigger 3-4 ankle snare traps before finally stopping and being snared (for about 2-5seconds). This seems abnormal to me. In my experience, ankle snare traps would halt the player on the spot, or at the very worst, trigger 2 traps because they lay too close to each other (e.g. a fat peco walking between two squares of traps).
I also note that ankle snaring a single target with a single trap will allow the target to walk about 6-7 square units before finally stopping.
So from my observations, there appears to be 2 abnormalities:
- Ankle snares have a long delay in triggering, thereby allowing players to walk over other traps and trigger them as well as if they were not snared.
- Ankle snares have a fairly short snare time (2-5s, when I was using a level 4 ankle snare).
http://irowiki.org/classic/Ankle_Snare
Has this issue been raised before? I couldn't find it in the bug report list.
It kind of makes ankle snares a lot less useful in WoE since a couple of runaway knights can trigger the whole floor of ankle snares for the incoming guild.