Quick fix to trapper and deadslinger
Here is a suggestion: Traps and longshots made by the player should hurt survivors one health state. Why? Simple. It's so bullshit to hit a nice longshot to just get nothing. The killer even gets punished and looks down in anger! you can't even see the survivor running away, that is poor design. Same with traps, when an injured survivor steps on a trap NOTHING happens but an alert to the killer indicating where the survivor is (and this is bugged so sometimes it doesn't even show).
I really hope this helps.
Comments
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Maybe make that the deathslinger longshot immediately hurts the survivor one health state so the survivor can actually have a chance to run away and make the deathslinger make a celebration noice like a "YEE HAA!!" or something. Man... And the trap thing is just necessary man. One health state so the injured survivor always go down to make traps as deadly as they had always deserved to be.
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I'm just going to not comment on why this shouldn't happen. Someone else will.
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Or give the deathslinger a secondary ability to shot and injure with a cooldown (I know you love cooldowns).
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if a survivor breaks out they get injured and put into deepwound, there is a trapper addon that puts people into the dying state when they release themselves and another that injures them if they disarm traps.
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Also a nice fix that would be just great: If a survivor is camping at the exit gates just by the border and you hit them, they are pushed out and your spear is disconnected, the spear should take priority over the gate.
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If an injured survivor breaks out of the chain because you landed an amazing far shot you get nothing. Is that good design? No.
This trapper addon is ok, because a HEALTHY survivor is put on dying state if he step on a trap. But if an injured survivor step on a trap you get nothing. Again, is that good design? No.
That's my point here. :)
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I don't know what you are talking about, sorry.
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make deathslinger movespeed 115 or 120
have trapper spawn with traps that regenerate over time, instead of having to roam the map to get them
ezpz fixes that exponentially increase the strength of both killers
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Deathslinger movement speed is great. You have to use your power to catch them and that's good design. But not rewarding the skill to take a long shot is poor desing.
The trapper's traps are so demanding and not very rewarding, because you have to roam places to get traps and you waste time doing so. Then an injured survivor steps on one and it's just like: "whoops!" and walks away like nothing happened. That's poor design.
Also in a different note, Why breaking a gen is a "hold button action" but breaking a pallet isn't? If breaking a pallet was "hold button action" it would be amazing for mindgames.
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