A rework idea for the trapper
-Traps don't spawn on the floor at the beginning of the trial.
-The trapper carries 3 traps, can recharge on lockers and can have up to 12 armed simultaneously, arming more than that makes the oldest trap to instantly be destroyed and vanish.
-Getting out of the trap is not random anymore, but a 10s action affected by repair speed
modifiers, when performed by another survivor or with a toolbox it gain extra 50% speed, it expends 20 charges from a toolbox to do the entire action.
-Getting out of a trap without a toolbox or help from another survivor, makes you broken for 45 seconds.
-Disarming a trap takes 3s and can be done with a toolbox, expending 4 charges of it.
-Disarming the trap without a toolbox leaves a healthy survivor injured and an injured survivor receives deep wounds.
-Traps can be now placed on non downed pallets and non fully repaired generators. Interacting with these trapped items will generate a very hard skill check(like overcharge), if you fail you get trapped, if you have success the trap is disarmed, all normal disarming effects applied.
-The trapper gains a new ability, this ability allows him to throw a trap ten meters in a semi circular arc forward with a 10 second cooldown. If this trap hits a survivor, it attaches to them for 10 seconds making them scream on hit, after the time pass the trap falls off by itself harmlessly. During this time the survivor receives 10% hindered and can disarm it as they keep running(as an artist crow), disarming it releases the survivor from the hindered effect, but applying disarming effects as normal.
-When the trapper misses a survivor with his throw trap ability, the trap becomes armed on the floor wherever it hits
Comments
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Omit the gen/pallet traps and the trap yeeting, the rest is okay.
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