Originally Posted by
Vastin
This is something we're still discussing in-house.
Traps are thematically interesting and have cool effects - but they tend to be rather mechanically clunky, requiring careful setup and teamwork to make effective use of in a group setting.
They can also be quite powerful solo where a lone player has a lot more control over the scenario, but they tend to be a very slow way to grind landscape.
We could certainly improve their role in either case, but regardless of which way we go, it tends to be a complex skill set to work with behind the scenes, so we have to have a plan for it that we're confident of before we commit to it, because it's going to be quite a bit of work to get it right. In the meantime we can probably squeeze in some additional upgrades to the basic stats of traps (dps, cooldowns, etc) to make them a bit more competitive over the next few months, until we get a chance to more seriously update the line.
-Vastin