Currently I think triggers need an overhaul, most of them aren’t even worth using. Triggers need to have some kind of risk and reward to them. If I am going to disable the trap from firing less than 100% of the time it should offer some kind of bonus for firing less often. Here are some suggestions.
Ambush Trigger: sets the trap to trigger only when enemy’s above 75% health cross it. Trap slows targets by 25%
Crowd Control Trigger: sets the trap so that it’s only triggered if 3 or more minions are nearby. Trap has a 5% chance to set off nearby traps. Cannot trigger more than once every 4.2 seconds.
Execution trigger: sets the trap to only trigger when minions with less than 25% health cross it. Trap damage increased by 50%
Heat Activated trigger: causes nearby burning enemies to have a 10% chance to reset the trap regardless of the traps cooldown state (unchanged great trigger)
Heavy Pressure Plate: Sets the trap so that only heavy minions will trigger it. Trap recharge speed increased by 20%
Light Pressure plate: Sets the trap so that only light minions will trigger it. Trap recharge speed increased by 20%
Kinetic Recliaimer: Grants trap a 10% chance of reset when minions are pushed or thrown into it. Cannot trigger more than once every 4.2 seconds. (unchanged great trigger)
I left the function of each trap exactly the same just added in italics a bonus to help outweigh the reduction in firing of the trap