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Removing RNG from trapper

Zeus
Zeus Member Posts: 2,112

Currently it's RNG based and unpredictable when a survivor will escape from a trap after stepping on it. Can you consider changing it so instead of it being RNG based, the survivor will have to hold M1 for 12 seconds to escape? This makes the trap predictable for both survivors and the killer and lets the killer play wisely.

Also make the green addon (that reduces chance of escaping) increase the timer to 16s. Numbers can be altered based on balance but this is the idea.

Comments

  • PrettyFaceKate
    PrettyFaceKate Member Posts: 1,776

    I think this is long overdue. Also, a couple of guaranteed skill checks wouldn't hurt.

  • bm33
    bm33 Member Posts: 8,246

    Like this, adding skill checks for escape could also mesh well with Trapper's Unnerving Presence perk.

  • White_Owl
    White_Owl Member Posts: 3,786
    edited July 2020

    Totally agree. The fact that a survivor could escape on the first try or literally being stuck for minutes is bad for both sides.

    I also like the idea of adding skillchecks to the process.

  • Zeus
    Zeus Member Posts: 2,112

    I wouldn't be opposed to the idea of having skillchecks. I just wish they do this sooner. Trapper needs this help. This should make him reliable.

  • Zeus
    Zeus Member Posts: 2,112

    Seems like it's the chainsaw bros that are getting some attention. Maybe next time trapper.

  • JustZed32
    JustZed32 Member Posts: 213

    Trapper is, probably, one of the most debuffed and hardest to play killers so i think there are not just skillchecks but a hard skillchecks... Thoughts?

  • The_Killer_Legacy
    The_Killer_Legacy Member Posts: 43

    In my opinion, Trapper traps could still be RNG based, but with a twist.


    First of all, putting a 0% chance to escape on first attempt. Then to the real RNG change, what I think it could work is that the percentage to escape is very very low on the first escape attempts for survivors, and then the more attempts survivors do, more chances they get to escape.

  • Zeus
    Zeus Member Posts: 2,112

    It still makes him unpredictable which is the issue with trapper in the first place. If a trap catches a survivor at a distance, it's RNG whether he'll get a hook or not and he can no longer predict if it's worth going for the trapped person and leave the chase he's currently in.

  • projecteulogy
    projecteulogy Member Posts: 671

    This would be a neat change. I rarely play Trapper because I feel like him and Hag are the only killer who truly needs all the slow down perks.

    I still don't like how or why he has to go get his traps and start setting up traps. At least hag can teleport to her traps.

    Tbh, if they aren't going to let you start with all the traps, at least have them spawn opened, and reopen over time if snapped without any addons. Hell, just to kick out the jams, Replace those replaced with addons that allow him to throw traps. Trapper is a big guy. I think throwing a bear trap would be kinda trivial strength/agility wise.

    Could you imagine trying to run and catching a bear trap to the back of the head? 🤣

  • TAG
    TAG Member Posts: 12,871

    It is really silly IMO that this has not been changed yet.

  • Zeus
    Zeus Member Posts: 2,112

    Trapper needs a lot of little tweaks to be really good and reliable. I wish they consider this soon.

  • Nos37
    Nos37 Member Posts: 4,142

    Bubba and Freddy were considered the weakest killers for a good while. Freddy got his re-work; now Leatherface is getting his. The next re-work will likely come after a community survey. Clown, Plague, and Trapper might be the top 3 contenders for it.

    If they do re-work Trapper, they should give him a secondary power with a cooldown (BHVR likes their power cooldowns lately).

    This secondary power should let the Trapper multi-task by teleporting the furthest unset trap to his hand after manually placing a trap, and by resetting the nearest unset trap after manually resetting a trap. (With this change, the Ultra Rare Irridescent Stone Add-on should instead stop the auras of trapped Survivors from being shown to other Survivors.)

    This secondary power could allow the Trapper to walk over a trap and/or move speed could increase while a Survivor is caught in a Bear Trap and while the Trapper is not in a chase, consuming the power bar and returning move speed back to normal if it runs out.

    As far as the trap escape RNG, it can be switched over to a skill check system. Ultimately, a trapped Survivor should have two choices: wait for another Survivor to untrap them and not lose any health states by doing so, or attmept to escape but cause damage to themself by doing so.

    A trapped Survivor can Attempt Escape x times and will automatically lose a health state upon starting their first attempt (Healthy> Injured> Deep Wounds> Dying). Each attempt will present a difficult skill check with a great, good, and fail zone. If the Survivor completes all x skill checks and frees themself before being rescued or picked up by the Trapper:

    • They will lose an additional health state if any skill check was failed (failing multiple times does not stack),
    • For the next t seconds they will be Hindered if any great zones were missed (all greats means no speed penalty)
  • SaltyRainbow
    SaltyRainbow Member Posts: 87

    i would love to see him with a build in brown trapper bag. atm you are forced to use one bag addon.

    and some fixed RNG like min. escape time 5sec max 12 sec. and maybe increase the rescue time by other survivors for 1-2 sec.

    spawning trapps more centralized would also help. and pls bring the permanent trap auras back. there is no time for searching tar bottle traps in the tall grass.

    i hope they dont add some "fantasy" elements to him. he is still a humanlike patient hunter and i love him for that.

  • Zeus
    Zeus Member Posts: 2,112

    Next rework will probably be for huntress. Add-ons require standardization. Besides, there's no cooldown mechanic on her which the devs cannot tolerate. I wouldn't be surprised if they make it so her hand will start to hurt if she holds hatchet for too long and requires cooldown.