http://dbd.game/killswitch
Trapper Updated Suggestion
Disclaimer of Bias:
I play 60% killer, 40% survivor roughly. I don't think every killer needs to be an A tier, or that Trapper should be super strong, especially when the concept of the killer is to take away survivors options (such as trapping windows and pallets). He is a killer who requires a lot of skill, but that's because he's weak, not because trap setting is necessarily a skilled maneuver in itself. That said, killers should not be this RNG or map dependent, or have to rely on perks to work. I made an initial post where I tried to get varying viewpoints on my original ideas to rework trapper, and after taking into account what I consider a wide range of perspectives, as well as stealing ideas from other people, I think this rework may be something the majority of players will agree with.
A couple of important notes:
-Pally, a big time trapper player, made a video suggestion and it mentioned giving trapper all his traps would cause a skull merchant type issue where trapper would only three gen and it would be really annoying to deal with. Respectfully however, I think his suggestion to allow the trapper to summon his traps from across the map when out of them would cause the same problem, if not make it more likely than just giving trapper all his traps. I do have a solution to this though, hopefully.
-Whilst Killers should be able to camp (hear me out), it should require genuine mind games. The anti-camp is sincerely a good addition to this game. I still get camped some games, but at least killers have to get, comparatively, creative about it (being at a distance from the hook, setting traps instead of simply standing next to it, etc). IOW, Trapper should still be able to put traps in the basement, but he needs to put them in spots survivors don't expect or check for.
-Map dependency, RNG, and not being rewarded for clever trap spots are all bad.
-Mosquito survivors make chase trapper really weak, so I want to work on this.
-Important balance rule: There needs to be a reason to and to not use a killer power. Obviously a power should be more useful in some situations, but if it is objectively better to use your power, you typically have left a gaping hole in the killers counterplay. Perks are kind of an exception to this, but only as long as they are minor boosts, or they require some thought put into using them.
General Buffs:
- Start with all traps (you'll see the fix for it in a second)
- Survivors must attempt at least one escape before they can possibly get out on there own, but the maximum attempts needed is still 6 tries.
- Increase Trap setting speed by 20% (2.5 seconds current, 2 seconds afterwards.)
- Increase Trap disarm time from 3.5 to 4 seconds. (Have a counter to camping down below)
- Trap opacity is dependent on the survivors movement, meaning if a survivor is running around, traps will become mostly invisible, if they're walking it will become slightly invisible, and if they are still traps will be almost completely visible. There will be a buffer to slowly increase how visible the traps are so they don't suddenly appear the moment you stop running. (Running = 20% opacity, Walking = 50% opacity, not moving = 80% opacity)
- Escaping a trap when you were already injured inflicts deep wounds.
Buffing Chase Trapper:
- After setting a trap, there is a 25 second window of time where disarming the trap takes 200% longer (10.5 seconds) unless the trap is with 24 meters of a hooked survivors. This is to reduce Mosquito Survivors, whilst not making trapper camping easier.
- Setting a trap still makes noise, but the finishing sound that confirms a trap is set is removed, allowing for better Trapping fake outs.
- Haste gained from trap setting persists 2 more second base kit. (I did the math, you roughly gain 1.725 meters of distance from the haste normally, but substract buffed arm time of traps and you actually lose 7.475 meters. With this buff, you do gain distance, but it still comes at the cost an extra initial set up time. This is not objectively better than not using your power, but only barely. )
- After a survivor steps in a trap that you are 16 meters or further from, after a 1 seconds delay, gain 5% haste for 5 seconds. The 1 second delay is to make it so if a teammate accidently, (or intentionally just to screw over a teammate) boost the killers haste, there is a brief period where a survivor being chased can realize the killer is about to be haste boosted.
To counter Basement Trapper/Prevent second Skull Merchant from rising:
- Increase setting buffer distance from 1.5 meters to 4 meter. For reference: UVX blasts are 4.5 meters in diameter.
- Traps within 4 to 6 meters of each other can be disarmed 40% faster, and add ons that reduce disarm speed do not effect traps in this range. To make it clear how far traps need to be, add a thin white circle around traps in the 6 meter range. Also, when placing a trap it will glow blue if outside of the 6 meter range, but red if inside the range.
- Traps within 12 meters of a hooked survivor are disarmed 25% faster (3 seconds, 0.5 seconds less than now.) This way if a survivor predicts a trap spot when going for an unhook, they are rewarded properly.
The idea here is make it so trap stacking is less effective, but not impossible. It should be trapper spreads out his traps in unpredictable spots.
Add on Ideas:
- Eerie Contraption: After setting a trap, gain 10 seconds of undetectable. If a trap is disarmed, you gain undetectable for 20 seconds.
- Deceptive Contraption: After a survivor steps into a trap, you're terror radius is transferred to them, and you gain undetectable for 30 seconds.
- Peppy Springs: You have 4 less traps per a trial(4 traps left over). If you are within 12 meters of an armed trap, gain 6% haste, and keep that haste for 5 seconds. Haste from this add on can only be applied once, meaning being near multiple traps will not boost your speed further.
- Black Tar rework: Lowers trap opacity by 10%.