http://dbd.game/killswitch
Small Game totem counter misses the point entirely
Solo players weren't having trouble counting to 5, Bhvr. They wanted a counter for remaining totems because its downright impossible to actually tell how many totems teammates have cleansed, and solo players are already at a disadvantage in regards to time optimisation.
This totem counter completely misses the point.
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The totem counter counts up if someone else does a totem as well, so if you have done 3 totems and someone else has done two it will show 5 on the perk.
If the perk only shows 3 then you know there are 2 totems left.
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I remain irritated that they removed the perk's ability to sense Killer traps.
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Is that so? I guess I've just been getting really unlucky with teammates. Been running it all day today and yesterday and have yet to see it go up outside of my totem cleanses.
Fair enough, I'm wrong. I feel like the fact I made this thread says more about solo queue players than the perk.
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Egg on my face I guess. Though I'm still not seeing anyone else cleansing. I guess thats a side effect of the Undying rework. No ones cleansing dulls because there's 0 threat to them now.
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This made it a hard counter to Trapper, who's already pretty much trash because the Devs seem to have forgotten he exists & there's been power creep for Survivors. He does not need a perk to make his traps utterly useless.
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While it was sad to see a perk I liked nerfed I agree with this. There's still maps that can counter them entirely too. they should go.
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Even running Small Game, Trapper did well IF the player really understood how to play the character. Trapper requires time to set things up properly, and a lot of folks just can't make themselves commit to that time, because it can be stressful to see 2 and even 3 gens getting done and you're still setting up. Trapper doesn't really even get started until the latter part of the mid-game, and I've seen some amazing Trappers who didn't even start hooking until all but one gen was left. Trapper is one of the Killers requiring the most thought and the most strategy to play well.
Small Game was never really good at preventing someone from hitting a trap when in a hurry (such as in a chase). Why? Because it was never that accurate - you knew there was a trap somewhere ahead of you, but you had no idea exactly where because of its detection cone. If you were in a chase, because you were running, by the time you heard the sound, if you were unlucky enough and the trap was directly in your path, you'd most likely already had hit the trap before you could even think about changing direction (especially since the only "safe" direction not trapped was back the way you came, which would mean running into the arms of the Killer chasing you).
What it DID help with, was avoiding traps when not in a hurry, and also having a chance at disarming a trap you came across which might save someone later.
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I think they're talking about this version. It was pretty nasty back when Trapper was the only killer that could counter infinites... well, when the survivors didn't run around and break all your traps.
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