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Remember me or No Way Out? Trapper build.
Is it more effective to camp near exit gates and have Remember me, or is it better to equip NWO and just go slugging? I use Blood Warden, NOED, and Agitation.
I've been tweaking my endgame builds with Trapper and have started to focus on camping near the exit gates, and I was thinking of redoing my gate opening defense.
I have checked for any possible synergies, and now I'm down to my last and most crucial perk to finish my build. Remember me or NWO.
The other perks I've tried to use with Trapper were:
Insidious and NOED by the exit gates, which of course was useless but still a good meme build.
Totem defense (Hag Style), with Thrill of the Hunt and NOED, was too high-risk since survivors literally cleanse anything they see glowing.
Starstruck camping was surprisingly effective when exchanging hooks, as long as everyone is close by, but the cooldown was a problem.
Comments
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You can trap exit gates and use No Way Out to further stall them. Remember me also works for this but the obsession isn't affected by it. No way out is just better than remember me overall.
They'll have to disarm the trap, proc no way out and then prep the gate. If you manage to chase them off and reset the trap, it buys you some extra time
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Last game they triggered NWO early as i was hooking in basement, luckily it clutched as the survivor was on 2nd stage and i thought to myself this wouldn't have worked with Remember me. If only it regresses like Ruin does instead of getting 99'ed.
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That’s actually a bad idea here’s why. It introduces another band aid fix to a problem hate 99ing exit gates? Run remember me. I shouldn’t run a perk to fix game problems. The gates should regress naturally by default
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Time to get abandoned in solo queue since people are way less likely to be altruistic with regressing gates.
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Remember Me, even more so if you're using iri stone. Trapper isn't great at slugging and get much value off of it without a little help. Which in this case happens because they're forced to stay at the gate to open.
With NWO, surely you can get one down but it's unlikely you can snowball from that. They can stealth to wait out the timer. Especially with an endgame build where you're often gonna have 3 or more survivors alive.
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Remember Me is much more devastating IMO.
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Never been a fan of end game builds especially on a weaker killer.
If you get to last gen and not got any kills, just hook and camp you'll at least get 1 probably 2
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I think the general consensus is that No Way Out is better than Remember Me. However, if you want, you can always use Remember Me and Iridescent Stone to automatically interrupt survivors in the middle of their gate opening. That's always fun.
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Remember Me is crap.
NWO is very decent, but a full 'endgame' build...you're putting all your eggs into one very risky basket, especially on a killer as immobile as Trapper.
Blood Warden is...hilarious, but also pretty crap. Savvy survivors will anticipate it and hold off on opening the gates once NWO is cleared.
Agitation is a decent perk, but needs to be paired with Starstruck or SH perks to be worth the slot.
I'd prefer to go with a more balanced loadout, working around your theme.
NOED
NWO
Agitation
Pain Resonance
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It can be fun, but it's not especially useful.
Remember Me is basically useless outside of the niche Hatch play - gaining around 16 extra seconds 75% of the time will almost (But not quite) double the exit gate opening and give you some breathing room on patrols. Without the End Game Collapse adding a time limit to opening gates, this perk is just a flat time waster that ostensibly makes survivors preform 1 totem cleanse worth of time to exit the match... you might as well bring Ruin - because if it gets cleansed, you already extracted equal or greater value from the perk (with no effort) than this one can (if you put effort into it)
However, it's really not good in general. To get it to work, you will have to tunnel out the Obsession - and having to prioritize them over other players can ruin your game beyond the benefit of a potential 16 second opening increase. Not only does it make you play scummy, but it also forces you to play against your own best interest at times. If the Obsession is the best looper in the match - there's basically nothing you can do, you're in a bad position because of your perk election.
NWO is a good perk in general, but pairing it with NOED can be a bit dangerous in many circumstances. NOED is strong - but it has diminishing value at higher levels of play, when survivors can't last 20 seconds in chase with you - it makes sense. When survivors don't break a sweat running you for 60 seconds, you MAY get a single down in that time, you may not. Buying 60 seconds to extend the value of another perk is a lot of investment for a very small period of time. When it comes to extending the trial, NWO can be nice - but it has greater value the better you play your game while generators are still up. If you want the greatest value from NWO, you will want to make sure there's 1-2 survivors sacrificed and the others are scrambling and struggling - it is a curtain call for your grandiose performance... not the spotlight that illuminates your 60 seconds of fame. If you want value out of this perk - don't anticipate it ever having value... play like you don't even have it.
NOED is best at pushing survivors out of a match - but is of little actual consequence against far more organized teams. It can secure a down or two - but will usually service to push survivors out and away from generators. It's funny, because this perk has the greatest value in matches where you perform the worst. While you can pair NWO with NOED to compliment one another's strengths - you're putting a lot of effort into a single hook-state worth of extra NOED time. To make matters worse, you absolutely do NOT want NOED paired with NWO and Blood Warden while playing against a competent team - because they have a glut of additional time to seek out and destroy your totem; instead of survivors being punished for brave plays and being forced to leave in a hurry, they will likely take the time to reset and cleanse the totem. You brought NWO/BW with NOED? Your trap card has a much greater chance of backfiring.
Finally, Agitation / Blood Warden... Agitation shaves off about 5 second on a down, which is the dead giveaway that this is a high velocity build designed to get downs fast and maximize uptime - which, again, translates to the notion that chases will not last longer than 20 seconds or so. This displays a notion that hook time is concise and given. Blood Warden can add 60 seconds to the match in very particular circumstances, but is basically useless in many cases, as survivors often will not open the exit gates until they have verified their escape to counter this. Against even an average team, it is a major gamble.
Ideally, you would see about 140 seconds of additional play-time to have with NOEd given Blood Warden, NOED, NWO, and Remember Me in conjunction - but in practice you may get less than half of that on average.
The reason you do not see builds like this more often is because you're taking a huge gamble for no true gain. You're placing the entirety of your bet on this very narrow stretch of time at the tail end of your game, which isn't what good killers do. None of these perks increase the player's potency or lethality when it matters: before end-game. While BW/NWO/RM may net you 140 seconds of breathing room in ideal conditions - you could always take Corrupt Intervention and attain 120 seconds of breathing room when you need it most (at the start of the match) and save yourself 2 of those perk slots.
Ideally, your build should become a strong force that pushes survivors to the ground and stalls the game on average - not gambling everything for a point in the game that may not even occur if you play your cards right, and suffers from greatly mitigated returns the better you preform in the match.
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