http://dbd.game/killswitch
Trapper's trap escape RNG
The old trap RNG:
1st attempt: 25%
2nd attempt: 25%
3rd attempt: 25%
4th attempt: 25%
5th attempt: 25%
6th attempt: 25%
7th attempt: 25%
8th attempt: 25%
...continue
Compared to the new trap RNG:
1st attempt: 16%
2nd attempt: 33%
3rd attempt: 50%
4th attempt: 66%
5th attempt: 83%
6th attempt: 100%
With my experience in playing Trapper, there are many times Survivor can escape old trap with 1-2 times (25% each), and there are rare time when Survivor can never escape.
With the new trap, while 7th+ attempt is no more (except Greenstone addon). The 1st attempt escape is still there with lower rate. But right after that, 2nd attempt with 33% is pretty high (consider Survivor escapes trap in 1st attempt with 25%)
I prefer to give trapped survivor a Skill check once every 3sec. Each time Skill check gets larger by a certain degree. Success Skill check once ensure escape. Fail will have to wait for another 3sec for another Skill check. The largest Skill check can get is equal to Snap out of it
Skill check affected by Trapper's perk Unnerving presence.
Comments
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This would be a net nerf to Trapper. Skill checks in this game are a joke. Your change would be guaranteeing me an escape instantly every single time. Anything in this game that relies on skill checks for its strength will just inherently be bad.
Honestly the whole RNG escape chance is just bad design in the first place. I'd prefer a set like 4 attempts to escape with addons to increase. A set number, no dice roll.
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Actually I think it's:
1st attempt: 16%
2nd attempt: 20%
3rd attempt: 25%
4th attempt: 33%
5th attempt: 50%
6th attempt: 100%
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1st attempt: 10 degree is equal to Great skill check
2nd: 20 degree is equal to Overcharge
3rd: 30 degree equal to DS
40 degree equal to Good skill check
50 degree equal to whole basic skill check
60 degree equal to Snap out of it
Overcharge is pretty hard, I believe people miss it most of the time. DS too.
Slap in Unnerving presence can slow Survivors down to at least their 4th-5th attempt.
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Agreed this would be a nerf. The biggest problem originally was almost every trapped survivor got out 1st or 2nd attempt. At least now I have people in there long enough to cover some distance to finish them with the M1. Ideally it shouldn't matter how many attempts they have because you should be leading them into traps during a chase but the game usually doesn't go that way lol
Since the QoL change I've had zero 1st attempt escapes where before it was almost every distant trap got out on attempt 1.
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Overcharge and DS skill checks are jokingly easy. The only people missing those are lower rank players.
You're really gonna waste a perk slot for Unnerving Presence? This whole scenario you're imagining is a meme for messing around, not actually good.
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Yeah this is correct.
Your starting odds are 1/6, but if you fail the first escape attempt the next escape attempt is then 1/5. The denominator will go down by 1 each time you fail to escape and at the end you end up with 1/1 which is a guaranteed escape.
The addons that decrease the chance to escape basically just increase the starting denominator by 1.
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If the number works like this, then its better than I expect. I thought it goes 1/6 2/6 3/6 4/6 5/6 6/6
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I mean does it? I don't think it does.
That is what they said it was originally going to do, get harder each time, but then when it actually came time they changed it to say:
"Escaping from a Bear Trap now has a 1/6 (16.6%) chance of succeeding on each attempt, but is capped at a maximum of 6 attempts"
This is the information it reflects on the wiki as well:
Honestly I think all they did is make you get out on the 6th attempt but make the escape chance just lower in general. I think they changed their minds about the chances increasing each attempt.
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The numerator will always be 1, because you are testing a single attempt versus the number of attempts remaining.
Basically your odds are always: 1 / # of Attempts Remaining
The times where the numerator in stats would be greater than 1 are when you have multiple conditions that can succeed. For example: rolling a d6 and getting an even number is 3 / 6 because you 3 successful outcomes and 6 possible outcomes.
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I don't think any of that matters, since it's an arbitrary escape chance. They could've changed it to 0, 0,0, 0, 0, 1. Well more like 0, 0, 0, 0.68, 0.68, 1. Which matches their goal of lower chance of escape, equal chance of escape at 4th and 100% chance of escape by the sixth.
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