A rework idea for the trapper

brunohvs
brunohvs Alpha Surveyor Posts: 88

-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

  • Zuiphrode
    Zuiphrode Member Posts: 555

    Omit the gen/pallet traps and the trap yeeting, the rest is okay.