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Trapper Buff: beartrap change suggestion

While disarming a beartrap, instead of just pressing RMB survivors would be faced with a single skillcheck with a higher success zone (like 20 or 30% of the whole circle). Missing the skillcheck will trigger beartrap instantly (this could be another animation with your hands being trapped).

Comments

  • NMCKE
    NMCKE Member Posts: 8,243

    While disarming a beartrap, instead of just pressing RMB survivors would be faced with a single skillcheck with a higher success zone (like 20 or 30% of the whole circle). Missing the skillcheck will trigger beartrap instantly (this could be another animation with your hands being trapped).

    In other words, when you attempt to disarm a bear trap... you'll have to succeed a easy skill check. Failing the skill check will trap the survivor's hand and dealing one health state worth of damage. I agree with this change, but I'll make it even better for you! In the PTB and soon live, the disarm time will be 2.5 seconds (I think so don't quote me). When the survivor finishes the 2.5 second disarm time, that survivor will get a easy skill check to see if the survivor disarms it or gets trapped. The bloody coil should reduce success zones and cause a instant down if they fail the disarm skill check.
  • Envees
    Envees Member Posts: 370

    @Nickenzie said:
    DoctorStrogg said:

    While disarming a beartrap, instead of just pressing RMB survivors would be faced with a single skillcheck with a higher success zone (like 20 or 30% of the whole circle). Missing the skillcheck will trigger beartrap instantly (this could be another animation with your hands being trapped).

    In other words, when you attempt to disarm a bear trap... you'll have to succeed a easy skill check. Failing the skill check will trap the survivor's hand and dealing one health state worth of damage. I agree with this change, but I'll make it even better for you! In the PTB and soon live, the disarm time will be 2.5 seconds (I think so don't quote me). When the survivor finishes the 2.5 second disarm time, that survivor will get a easy skill check to see if the survivor disarms it or gets trapped. The bloody coil should reduce success zones and cause a instant down if they fail the disarm skill check.

    Skilled survs can hit great skill checks on a regular basis. Go on youtube and check how many times they can hit them. The skill check will not be an issue for people in high ranks at all.

    There will be a risk but it wont stop them from risking it in the first place. Especially if the trap they found is in a really bad spot for them and seriously advantageous for the killer.

    A %5 of the circle skill check will make them pause and think. That is a serious risk but not the great skill check that are on gens or the snap out of it skill check that just about everybody can hit.

    If what you are saying is going live then all this will do, i think, is add a slightly longer disarm time and nothing else. It should stop a surv mid-chase from disabling a trap. We hope. But compare breaking pallet times to disarm times.

  • NMCKE
    NMCKE Member Posts: 8,243
    Envees said:

    Skilled survs can hit great skill checks on a regular basis. Go on youtube and check how many times they can hit them. The skill check will not be an issue for people in high ranks at all.

    There will be a risk but it wont stop them from risking it in the first place. Especially if the trap they found is in a really bad spot for them and seriously advantageous for the killer.

    A %5 of the circle skill check will make them pause and think. That is a serious risk but not the great skill check that are on gens or the snap out of it skill check that just about everybody can hit.

    If what you are saying is going live then all this will do, i think, is add a slightly longer disarm time and nothing else. It should stop a surv mid-chase from disabling a trap. We hope. But compare breaking pallet times to disarm times.

    I mean yeah, great survivors will be excellent at hitting skill checks but it's something to help him. Imagine a survivor trying to disarm a bear trap then let's say by chance that the survivor fails the skill check, that's a hook if RNG is in your favor! In other words it will be something to help the trapper out and can (Notice how I said "CAN") get him hooks, yeah it's not reliable but it's better than nothing! Talking about RNG, they should remove it and replace it with a struggle meter because RNG can keep survivors in the bear trap for too long or too little. The moment you get the option to struggle while in a bear trap, start to finish it'll take 10 seconds to free yourself. While struggling, you'll get skill checks, failing them will regress the struggle meter and yes great survivors will hit these but again it's something rather than nothing!
  • DoctorStrogg
    DoctorStrogg Member Posts: 41

    @Envees написал:
    Skilled survs can hit great skill checks on a regular basis. Go on youtube and check how many times they can hit them. The skill check will not be an issue for people in high ranks at all.

    There will be a risk but it wont stop them from risking it in the first place. Especially if the trap they found is in a really bad spot for them and seriously advantageous for the killer.

    A %5 of the circle skill check will make them pause and think. That is a serious risk but not the great skill check that are on gens or the snap out of it skill check that just about everybody can hit.

    If what you are saying is going live then all this will do, i think, is add a slightly longer disarm time and nothing else. It should stop a surv mid-chase from disabling a trap. We hope. But compare breaking pallet times to disarm times.

    We are talking about all survivors, not only skilled ones. Disarming trap shouldn't be something THAT tough. Also, games shouldn't be made for tryhards only. They must be challenging, but not based on pure skill leaving no place for novices and their mistakes (at lease not that unforgiving). Talking about skilled survivors is like saying "Skilled Freddy could easily beat rank one top-geared team with his eyes closed". Sure he can, I don't even doubt. Heard the joke about "there always an asian who can do it better"? You don't want only SWF groups play this game, do you? At least players won't just hold mouse button for a second right behind killer's back. Also the skillcheck would be affected with Unnerving Presence as well. So this is something you CAN fail, and WOULD fail if the Killer is moving right next to you while you're disarming his trap.

  • Envees
    Envees Member Posts: 370

    @DoctorStrogg said:

    @Envees написал:
    Skilled survs can hit great skill checks on a regular basis. Go on youtube and check how many times they can hit them. The skill check will not be an issue for people in high ranks at all.

    There will be a risk but it wont stop them from risking it in the first place. Especially if the trap they found is in a really bad spot for them and seriously advantageous for the killer.

    A %5 of the circle skill check will make them pause and think. That is a serious risk but not the great skill check that are on gens or the snap out of it skill check that just about everybody can hit.

    If what you are saying is going live then all this will do, i think, is add a slightly longer disarm time and nothing else. It should stop a surv mid-chase from disabling a trap. We hope. But compare breaking pallet times to disarm times.

    We are talking about all survivors, not only skilled ones. Disarming trap shouldn't be something THAT tough. Also, games shouldn't be made for tryhards only. They must be challenging, but not based on pure skill leaving no place for novices and their mistakes (at lease not that unforgiving). Talking about skilled survivors is like saying "Skilled Freddy could easily beat rank one top-geared team with his eyes closed". Sure he can, I don't even doubt. Heard the joke about "there always an asian who can do it better"? You don't want only SWF groups play this game, do you? At least players won't just hold mouse button for a second right behind killer's back. Also the skillcheck would be affected with Unnerving Presence as well. So this is something you CAN fail, and WOULD fail if the Killer is moving right next to you while you're disarming his trap.

    Its not often i change my mind but after reading that i have. I know they deserve chances i just did not want to give them too many chances as they have enough as it is but changes are coming, i guess. We will see them when they come.

  • Someissues
    Someissues Member Posts: 1,604

    Good idea, in a nutshell I want the idea the devs came up with back, give him an extra capacity for his carrying traps capacity