Kill Switch update: We have temporarily Kill Switched the Forgotten Ruins Map due to an issue that causes players to become stuck in place. The Map will remain out of rotation until this is resolved.

http://dbd.game/killswitch

Trapper Changes

Auron471
Auron471 Member Posts: 1,310
edited December 2019 in Feedback and Suggestions

Walking over an unset trap will automatically pick it up and give a small ding SFX if there is space in the trappers inventory.


All traps spawn closer to the center of the map, so trapper at most has to walk halfway across the map to get a trap instead of across the entire map.


Let trapper hold 2 traps base kit, but only spawns with 1.


Trapper bag addons no longer increase the amount of traps that are in the game. Rather, trapper will have 8 traps basekit up from 6. Bag addons will just teleport the traps around the map into the trappers inventory at the start of the trial.


Escaping the traps is no longer RNG, instead, it will take the survivor 12s, with 3 skill checks to free themselves. The skill checks have no "great" zones. Failing a skill check will reset the escape progress by 25% of the maximum.


Addons that reduce the escape chance will instead increase the escape time.


Slippery meat will instead reduce the escape time by 25%


Logwood dye is renamed to: LogWood dye and Chalk powder: Pressing E will allow the trapper to swap between whitening and darkening the traps.


Tar bottle is renamed to: Tar bottle and white paint bottle: Pressing E will allow the trapper to swap between whitening and darkening traps.


Traps will always have their aura shown, even if they are in your line of sight.


Maybe:

Trapper can press and hold LCnrl to reset all unset traps. Has a cooldown of 60s. Takes 5s to channel.

Post edited by Auron471 on

Comments

  • C3Tooth
    C3Tooth Member Posts: 8,266
    edited December 2019

    9 traps is quite too much, as Rare Bag gives him 8 traps. Beside with Brown bag being built in, which mean its possible for him that not always HAVE TO use Brown bag on an add-on slot. Especially in late game, the area getting smaller since less gen to do, Trapper becomes powerful at that time.

    I like skill check to make escape rather than RNG, perhaps is hard as Overcharge, 2 success in a row will escape, Green stone addon make it 4 success (doesnt have to be in a row) or something. So the escape time is still on survivors' hand.

  • Auron471
    Auron471 Member Posts: 1,310

    oh i thought the pruple bag addon gave him 3 extra traps, my mistake. Also making the skill checks as hard as overcharge seems a bit much. maybe, the first skill check is an unerving presence size, then the second one is DS sized. Then skill checks get easier if you continuously fail them. But failing a skill check will stun the survivor (they cant make another escape attempt) for 1.5s or 2s.


    I made an edit to the post to make it say 8 traps instead of 9.

  • Atrushan88
    Atrushan88 Member Posts: 2,092
    edited December 2019

    I personally think that Iridescent Stone should just be base kit and that's all Trapper really needs. It doesn't feel like it's too strong of an addon, it just feels better overall and less aggravating playing Trapper. If this would be too strong they could always tweak the timer on it to 45 seconds, with Iridescent Stone just lowering the time for them to reset. If Iridescent Stone was base kit I would play Trapper a whole lot more. That's literally the only time I play Trapper is if I have this addon.

    The only other change I potentially see that could be good instead is that Trapper starts with all his traps, but has less overall on the map, with the trapper bag addons adding one/two more to the map/his bag.

  • Auron471
    Auron471 Member Posts: 1,310

    If trapper spawns with all his traps... trapper is gonna have a fun time of badham preschool. The whole school is his house now >:D

    Iridescent stone I don't think is needed on trapper basekit. I mean, look at otz play. the man is crazy with trappa.

  • BastardKing
    BastardKing Member Posts: 784

    Honestly, not sure about ALL of these, but some of these QoLs would be really nice. I particularly like the idea of removing the RNG to his traps. Make it something you have to work to escape.