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While planning out my classes, I discovered that I couldn't really clearly define what one of them would do so I created a new class, the Trapper. The trapper is a "rogue" class archetype, defined by dealing burst damage and having little to no sustainable damage outside that (opposed to warriors who have sustained damage but no burst and mages who tend to focus more on exploiting enemy weaknesses).

The thing about the trapper is that it is nearly useless after the first round of combat (I'm using subclasses so its not as big of a problem as that might normally be) but the first round is where the trapper shines. Their abilities are self buffs usable only outside of combat (as well as an ability that can initiate a random encounter (including rare ones with a higher probability) immediately). These buffs run out quickly (about 30 steps) and expire on the 1st action but replace your "attack" skill with an "activate" skill that (If I can figure out how to do it) will activate whatever "base" trap you have set with all of the modifications you have to it (for example, an electrified snare would damage one random foe with electricity, bind them, and shock them, while a spiked boulder would hit all foes with a high critical chance). The tentative damage result for this first turn hit is generally 30% of max hp or 4x normal damage (whichever is higher). Also, enemies cannot be struck by more than one activate skill in a battle (to prevent 4 trappers insta-gibbing everything).

The question is, is this a class that players (as in you, if you were playing) would enjoy using or would it just be "equip this class to grind"? My aim is to make this class something in which the player can make strategic out of battle choices. What can I do to make this class as fun as possible?

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