How Spirit and Trapper Should be Changed
The trapper's game is designed around losing a gen or two at the start. its frustrating when you do a good job and the survivors disarm the traps without effort or get away too quickly. I instead think he needs some QoL and sturdier power as a whole:
Making his traps require quick skillchecks to disarm (Synergising with his own perk. Make it affected by add-ons).
Giving him a speed boost after someone is trapped (Suggested by Scott Jund).
Making so he can't step on his own traps, unless he's carrying a survivor. (Dead hard is already a good enough perk and doesn't need to bamboozle Trapper of all killers that much. This change also makes already set traps deadlier as seen traps still extend a loop).
And General add-on tweaking.
As for Spirit:
She shouldn't be made weaker, but rather, more fun. Perhaps making so spirit can only walk in straight lines like blight, but with a lower acceleration and higher max speed (meaning she can still patrol big maps, but can't loop without stopping and turning, reward a sort of "teleports in front of you" gameplay).
or
Making so She loses a hefty chunk of her power when attacking out of phase or just leaving phase in general (as her skill ceiling is so high, lowering the skill floor is only fair.
On that topic, Making so spirit Can't See Too Far while phasing would encourage the use of hearing and proper tracking of scratch marks. this also puts some use on the perk Spies from the Shadows.
as i said, higher skill ceiling, lower skill floor (like nurse).
Comments
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Why do survivors insist killers have to be changed to suit their needs? plenty of us find spirit fun as it is. I'll tell you what's not fun, having survivors hold W around safespots like badham school or grim pantry. How about working on making the maps more fun for killer and maybe people would give the other killers a chance?
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What I'd suggest for spirit is a decrease on the delay for the audio cue of her power, so survivors get a little more time to make a breakaway play.
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YES on the trapper speed boost perk. Would make him really scary if he's chasing one survivor and another one gets trapped. Also like the idea of skill checks on disarming traps, synergizes with his Unnerving Presence perk.
I also think it's super necessary to give him base kit ability to carry multiple traps. I don't think people appreciate how much time is lost when you're walking to an area, pass by a trap spawned in a terrible location, and have to either set your current trap down in a bad spot or leave the second trap and ... maybe come back for it later? It's such a time sink for him and forces bad decisions. Just let him carry 2 or 3 traps by default.
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i meant fun to go against, not as. winning is fun so
yeah spirit is fun all the time because winning isn't hard
the thing is comparing to other killers spirit doesn't have that much counterplay and really lacks on depth. with billy you have to think about feathering and curves. with nurse you need to watch out about corners and LoS breakers. with freddy you give up on first hook. but with spirit its a coin toss.
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nerf SWF then if you want spirit nerfed.
it's only fair
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