Trapper Rework Suggestions - Trap

Trap Changes

Traps now ignore dead hard

  • A killer's power should not be able to be used against them unless it is due to a killer's own carelessness or a unique mechanic of the killer's power.

Traps no longer set a survivor to the injured state when they step in them. A trapped survivor instead suffers from the exposed status effect until they escape.

Attempting to free yourself from a trap is now a 5 second action. Rescuing a trapped survivor is now a 2 second action.

  • RNG for the most crucial moment of a killer's power is frustrating.

If a healthy survivor frees themself from a trap they become injured, and an injured survivor enters the dying state. If a survivor is rescued from a trap, their health state is unchanged.

  • This change aims to make traps have a bit more decision making around them, aswell as a greater repercussion for not healing against trapper.
  • The change also highlights team work for the survivors and can create high moments where it's a race between an altruistic survivor and the trapper for his prey.

Traps no longer spawn on the ground. Instead they spawn in random lockers, more likely to spawn in lockers closer to the center of the map. A locker that contains a trap is highlighted yellow for the trapper.

  • Traps spawning anywhere in the trial causes a common issue where it may not be worth to retrieve one or two of them throughout the trial.
  • This change also prevents traps from spawning inside the environment and thus become unobtainable.

Trapper now can carry up to two traps by default.

  • Trappers power is very hard to use optimally with only one possible to carry trap.

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