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Hag Redesign. Core new feature Locus of Power. Trap density limiter. New kind of dormant Trap
A trap draws on a locus of power, the first trap placed draws deep roots allowing for a longer range teleport but also takes up a large area around it, blocking other traps from being placed. This range of the loci gradually decreases in both distance available and range as the hag releases more and more traps naturally tailoring her traps to her needs.
Hooks draw power from the entity and have a small area around them where only the weakest dregs of power escape, only allowing for cursed ground to be placed.
Cursed ground can only be placed within a trap's range.
Cursed ground looks functionally identical to a trap but only activates when a trap's energies are spent and the locus of power is freed, any cursed ground triggered by a player will draw the hags attention when the locus of power is available.
The Hag is allowed to place many more traps and the earliest traps she places allow for the longest teleports and the least density changing the strategy around early game trap placement.
Cursed ground is another way to increase the density of traps, but they will only activate once the Locus of Power is freed from any current available trap.
So the more traps you place, and the more cursed grounds you place the denser your net becomes, but the ability to camp hooks is gone except for when a hook is sabotaged allowing for cursed grounds to activate on them.
Comments
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This is very confusing for me to read. I feel like I’d need a diagram or video illustration.
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The basic idea is early traps = plenty of opportunties for a dense field of dummy traps later traps and dummie traps even out, and hook camping is taken out of the equation. The variety of ranges would need QA but what doesn't.
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The limit on dummy traps is the placement is dictated by a central trap, which itself is limited by hook density.
Hag would have anti synergy with hook placement tokens and basement camping. However still would be pretty nuts on traps. I would assume to give dummy traps enough threat the time to place would be quickened.
That would all work out through QA tuning.
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