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New Survivor Perk Idea: Parting Trap (Locker Mindgame Perk)

shouta02hcm
shouta02hcm Unconfirmed, Member Posts: 1

I designed a meta perk specifically to counter locker-reliant Killers such as The Trickster and The Huntress, as well as Killers running Darkness Revealed.

Perk Name: Parting Trap

Category: Disruption / Locker

Effect (Tier I / II / III)

After repairing a total of 50 / 45 / 40 % of generator progress, this perk activates.

While this perk is active, hiding inside a locker for 10 / 9 / 8 seconds automatically installs a trap on that locker.

Trap Behavior

  • The trap remains after leaving the locker.
  • When the Killer opens the trapped locker (searching, reloading, or interacting with a Survivor), the trap triggers:
    • The Killer is stunned for 3 / 3.5 / 4 seconds
    • Applies Blindness for 10 seconds
  • When triggered:
    • All Survivors receive a notification
    • The locker’s aura is revealed for 6 seconds

Limitations

  • Only one trapped locker per Survivor can exist at a time
  • Installing a new trap removes the previous one
  • After the trap is triggered, this perk is deactivated
  • To reactivate it, generator repair progress must be accumulated again

Design Intent

  • Punishes locker-reliant Killers (reload mechanics)
  • Creates mindgames around locker usage
  • Synergizes with locker-based perks like Deception and Head On
  • Enables clutch plays and situational counterplay
  • Encourages planning over pure chase usage


Flavor Text

“Once your preparations are complete, leave quietly.
When the greedy pursuer opens that door… a perfect surprise awaits.”

Comments

  • Rokku_Rorru
    Rokku_Rorru Member Posts: 3,438

    A locker trap would be so funny with deception, it wouldn't work on aware killers but it would be so funny when it works.