Best Of
Re: Killers ping shouldn’t be my problem.
I agree with you and there have been many complaints on the forum about this. Unfortunately, these complaints are simply going to continue to be ignored. BHVR have made it very clear that they are not willing to enforce any sort of ping limits. They would lose a lot of players if they did that and we all know they are not going to do that willingly, even if it means that many players have to suffer with unfair matches because of it.
Re: What are some of the biggest missplays you see a lot by your team mate sin 2v8?
I think its more just the player in that situation. Ive had lots of success as naughty bear and ghost face, sometimes even getting half the team marked/downed at once lol
Re: Seriously, I'm tired of 2v8 extensions...
If BHVR is going to keep extending 2v8 to 3 weeks, they should just release it 3 weeks instead.
Re: MMR seems to be non existent lately.
The problem is, everyone is at high mmr.
But there is no difference between someone with 1600 mmr and someone with 2600 mmr, you both could get matched even though you are both in vastly different ranges thanks to the removal of the soft-cap.
Re: MMR seems to be non existent lately.
Right? Like genuinely. If you have more than 10 hours on the game then you are pretty much 100% in the "high mmr" range. There was genuine skill based matchmaking for all of like a week in this game and then they just kept making it worse because of long queue times in high mmr. Even though they call it skill based match making, it's low ranges and balancing make it function more like eomm. You could have the greatest game of your life in one game and then get absolutely stomped on the next. The frustration mixed with the occasional great game keeps you playing to get more of those great games to make up for the ones you lost. It honestly sucks.
Re: Seriously, I'm tired of 2v8 extensions...
At this point just call it Oni and Friend VS 8.
Re: Seriously, I'm tired of 2v8 extensions...
Because shockingly there are players that want more than 2 weeks to play the mode, the game does not revolve around you. Besides you'll get all the 1v4 you want when the new chapter releases.
Re: One easy fix for trapper
- Addon rework.
- Make him start with 3 traps
- Decrease trap setup time from 2.5 seconds to 2 seconds. (setting speed addon basekit)
- Decrease trap pickup time from 1 second to 0.5 seconds.
- Slightly buff the hitbox of the traps so that you can place one right under a window and it still hits a survivor, or that you can place one near a pallet and they can't wiggle around it slightly to still walk through the trap.
- Trapper is no longer stunned when stepping on his own trap (although the trap will snap closed still)
- Put 1 trap near each generator to start
- Increase the setting buffer from 1.5 meters to 8 meters so you can't put too many traps close together (to prevent basement trapper being a thing)
- Increase the haste when setting a trap from 7.5% to 10%.
- Make the haste when setting a trap "build up" So basically you build up the haste as you channel the trap, so if you cancel it early, you still get like a half second speed boost.
- Make escaping a trap no longer RNG.
- For example: Currently its, every failed attempt, increases your chances of success by 16.67% until it reaches 100%, so the 6th attempt is a 100% chance to occur. This means on average it will take a survivor 6 seconds to escape at ~3 attempts on average.
- Instead make it just be a single attempt, that takes 10 seconds (making the addons for this basekit) to remove YOURSELF from the trap, and only 2.5 seconds for another survivor to remove you from the trap.
- New Skill: Juggernaut
- When a survivor steps in a trap, press the secondary ability button to immediately face that survivor. The trapper then moves in the shortest path to that survivor increasing speed until he reaches 10 m/s. If the survivor escapes the trap, the trapper will continue moving to the last known location of the trappe survivor. Once he arrives at the trap, if the survivor is in the trap, trapper will automatically down the survivor (or can pick them up from the trap by pressing the button again). If the survivor is not trapped, the killer gains killer instinct on that survivor for 10 seconds. Juggernaut can be cancelled at any time and then goes on a short cooldown.
This isn't perfect but its a start. This will:
- Give him more traps
- make him setup faster
- Make him pickup traps faster
- Make him move faster when setting up traps mid-chase, or able to cancel the power early for hastey mindgames
- Survivors can't RNG luck out of a trap anymore
- Trapper can't hook everyone in the basement easily anymore and just setup a ton of traps.
- New ability gives him some map control. If he sets up a web of traps he can leave that web and if a survivor hits a trap he has a chance to get to them.

