Trapper Rework Idea
Instead of having to pickup his traps at random spots on the map, make workshop benches stationed near each Generator where he can pick them up. Have all workshop benches share the same number of traps. Let him keep his haste from setting them up.
Give him a secondary power/trap involving building barbed wire at a work bench. Barbed wire can be attached to window vaults. When triggered by a survivor they cause the survivor to scream revealing their position. Barbed Wire is stuck to survivors legs causes 5% hindered movements speed and hemorrhaging to injured survivors. Barbed wire stays on survivors until incapacitated. You can have up to 4 barbed wires active at a time on the map. When incapacitating barb trapped survivor, barbed wire will be refunded and can be rebuilt at a work bench.
Iridescent Stone is now basekit but resets traps every 50 seconds instead of every 30 seconds.
A lot of Traps spawn far away from loops or generators, this would help reduce his setup time for early game pressure.
Comments
-
Or we could just give him a dash attack, sounds better - BHVR
0 -
I see you played Texas Chainsaw Massacre 😉
In TCM, the barbed wire trap was basically an instant kill if a survivor got caught in it. The killer with that ability felt like a clear cash grab, but the game worked very differently from DBD. Survivors had health points, and while trapped in the barbed wire they were revealed to all three killers. The killers could then swarm the survivor, wipe out their HP, and remove them from the game right away. It was an extremely pay to win ability.
In DBD, the same idea would play out very differently. At most, it might give the killer a free hit depending on how strong the hinder effect was. It would never be as powerful as it was in TCM.
0 -
I feel like in DbD it would be more so a compensation for Trapper’s lack of mobility and could help him catch up at strong loops. Which wouldn’t be too oppressive.
0