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Trapper BUFF ideas
- Imagine buff, that if U untrap yourself like survivor from the trap, traps will become active not disarmed. This will help a lot for trapper. (logic = You have to open trap to save yourself :))
- Default 3 traps transport + start with 3 traps
- Traps can be picked from locker
- SkillCheck like DStrike for untrapping
Comments
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- I’m assuming that you mean that if a survivor gets caught in a trap that the trapper placed and free themselves, the trap is reset and another survivor can be caught in the same used trap. Which doesn’t make much sense since getting yourself out of a bear trap doesn’t require you to fully open it. You just need to open it enough to slip your leg out and allow it to close again, much less effort than fully opening and arming the bear trap that just messed up your leg. However, if it is when the trapper pulls a survivor from a bear trap instead of hitting them then that makes more sense, and can be a QoL change for trapper making him more viable in cases where you need to quickly reset your traps and hook a survivor. Also giving the trapper a choice to rather reset the trap and grab the survivor or hit them and have to reset it later.
- Three to me seems a little much, two is a better system and still gives balanced value to his bags. I wouldn’t complain if it was three traps tho.
- so infinite traps since the traps in lockers would likely not deplete and would require a graphic/animation update to lockers/the trapper to accommodate the change. I’d rather, just change the spawning of his traps to consolidate it towards the center of the map and important areas like shack and main building.
- How many skill checks? How hard would they be? What would happen if they failed the skill check(s)? It is better to have a set time a caught survivor must complete with normal skill checks like puzzle boxes or demo’s portals. It removes the RNG factor and gives both the survivor and the trapper an idea of whether or not they should commit to it (ie. Trapper knowing it will take 20 seconds to travel to the trap but the survivor only needs 8-10 seconds to escape and vis versa).
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I've played the trapper now for 5 days or so.
His buff needs to be is that his traps are active at the beginning of the game.
I dont have corrupt intervention on him.
If i go and collect 3 or 4 traps and place thenm. 1 or 2 gens have popped already because therw is nothing I can do to stop it.
The only choice you've is to set traps so your kinda sortes for rest of the game or go to gens and have 0 traps in your game.
Even if you started with all traps on you then it wouldn't be so bad either. Atleast you could set them as your patrolling the gens.
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He also needs a buff to setting trap spees.
Survivors need alot more time to deactivate a trap.
A survivor should not be able to deactive the same trap two times in a row.
The trapper should not br able to stand in his own trap.
Many of times it says pick up trap and instead it traps me.
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I believe the first one means if trapper gets caught he resets the trap on freeing himself,
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Yes, but he have to waste more time to disarm trap, what is high risk. If U will be trapped, and U are able to untrap yourself, U have to run away or U are in risk, that trapper will kill U there
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