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I think Trapper got a Shadow Nerf.

Just had a game no luck offerings, no luck perks, but somehow EVERYONE solo'd freed themselves from my traps on the first attempt. Seems kinda fishy seeing how it happened like ######### six times in a row.

And No i know for a fact none of them were being freed by there teammates because most times I had visual sight of them and just would snap them right off like it wasn't anything.

Trapper REALLY needs to have the odds of someone escaping his traps to be in HIS favor not in the survivors. I know I know...we'd have to make the babies of the community cry, but it is what it is.

Comments

  • ShrimpTwiggs
    ShrimpTwiggs Member Posts: 1,181

    I don't think his traps should be as RNG as they are. I think there should be a set time it takes to break out of them and maybe the survivor has to hit skillchecks. Great skillchecks would speed up the escape a little. Maybe rework some of his add-ons to increase the time it takes to break free from the traps. I think that would help him a lot.

  • CoolAKn
    CoolAKn Member Posts: 677
    edited October 2018

    They just need the traps to be time-based and less dependent on RNG. It's equally as frustrating to attempt more than 5 times to escape.

  • Vortexas
    Vortexas Member Posts: 757

    Or at least apply a slow to them for like 30 seconds if they break free.

  • KingB
    KingB Member Posts: 747
    They should have progressive RNG. Like 3% chance to escape first time at base, then x% the second time and keep increasing it with more attempts but capping it at something if necessary.
  • Incarnate
    Incarnate Member Posts: 677

    I don't think it should be based on RNG as it is currently, I think it would be much better if they were to do a different kind of skill-check, namely a puzzle sort of skill check with a timer on, where the more difficult the skill-check is to be, the less time one has to complete the puzzle. The puzzle in question, is randomized, and is about making the correct connections, where only if you successfully connect it all, only then will it be a successful skill. The timer adds pressure, and the closer the killer gets to the trapper survivor, the more pressure will be on the player.

    Alternatively instead of a puzzle, the skill-check used instead should be emphasizing on pressure.

  • MegaWaffle
    MegaWaffle Member Posts: 4,172

    @Vortexas said:
    Just had a game no luck offerings, no luck perks, but somehow EVERYONE solo'd freed themselves from my traps on the first attempt. Seems kinda fishy seeing how it happened like [BAD WORD] six times in a row.

    And No i know for a fact none of them were being freed by there teammates because most times I had visual sight of them and just would snap them right off like it wasn't anything.

    Trapper REALLY needs to have the odds of someone escaping his traps to be in HIS favor not in the survivors. I know I know...we'd have to make the babies of the community cry, but it is what it is.

    Its 100% RNG and I rarely escape the traps (I also rarely get caught considering how small the hit-box is). It seems you just had some horrible luck.