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Chemical Trap
what do you guys think if they tweaked it a little to be able to also be put on standing pallets without having to drop them first.
would that be too much to ask? I feel like it would be a nice touch to the perk.
Comments
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- Requirement to activate this perk can go down to 70%/60%/50% to 50%/40%/30%
- I don't think placed chem trap needs timer for disabling
- Needs BP score event so survivor can know that killer broke the pallet that chem trap is placed (and additional BP is good)
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Also wouldn’t be mad about that either. It feels a little underwhelming to use with all the conditions it comes with as is rn.
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Killer should not see the trap because it's stupid. They are not breaking it when they see it.
So you will use it on good pallet which killer have to break it no matter what or it's just waste of perk slot. We should able trap before pallet used, so killer won't know if you have it or not.
If this is so much, limit it with only one use at the same time. So you can't trap multiple pallets. But it's survivor perk, so most likely will be ignored even it's fun idea but weak perk.
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You can’t trap multiple pallets, you can only have 1 active at a time, I’m pretty sure.
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Imo, I feel like chemical trap by itself is a pretty powerful perk, especially paired with other chase delaying perks, so I think it's fine as it is.
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Yes and i said if they rework, they should keep this as same as current version.
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Killer should not see the trap because it's stupid. They are not breaking it when they see it.
This can be a good thing. Making a killer play around a pallet can waste more time than them breaking it. Chemical Trap working as a deterrent is also value.
One of the first things I requested about the perk was adding a BP score bonus to it, I'm sad it's still not there. I hope the new Invocation perks do earn points.
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yeah it feels very underwhelming right now considering the amount of effort that goes into it. Needs a buff.
Oh okay I see what you’re saying now, yeah should stay as a single only 1 at a time thing for sure. But if you mean 1 for the entire match then ehhh no, wouldn’t be worth it to run with all the conditions on it.
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It could definitely use a bit of a buff. It's interesting in theory, but isn't much use when you can reach another loop without it.
It might help you pass a dead loop and reach another one, but that would require you knowing which loops are dead, which makes it very situational to get real value from.
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Yeah this won’t work at short loops at all. Brain killers will just BL you. It would have to be a loop pallet where they’re forced to kick the pallet. I’m playing around with it now in ash(haven’t played since the reset),and barely getting any value, I don’t see it performing well in higher ranks.
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I'm not really sure how to improve it. It's an awkward perk. Maybe it could be an item that you drop on the floor and it triggers when the killer gets within range of it. That would make it easier to use effectively, and could be useful for escaping weak loops.
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I have Chemical trap on some of my survivor builds but I always run it with Any Means Necessary. It can be a little underwhelming cause you actually have to bait them into chasing you or maybe use it close to someone getting chased hoping it'll help them.
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May I ask what rank you’re running this at? The amount of stars that would have to align and game knowledge to get a good use for this perk seems not worth the squeeze, especially the higher you go, and flash bang would just be a better choice, and significantly less situational.
was even playing against an oni earlier in low rank and even though they broke the pallet it did about 0 to slow them.
ill do some testing with amn and brb.
Post edited by HeroLives on0 -
i would probably use it if it was 30% and you could build an infinity amount of chemical traps(removing timer). You could go with Any means necessary+Chemical trap and just be a support that puts chemical traps on pallets throughout entire trial for teammate to use. that is kinda cool gameplay style. Could really strong in SWF with perk synergy.
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Oh okay yeah I see what you mean by AMN and CT now. I was confused at first bc my initial thought was if you used AMN it would disable it, but it appears it does not(good thinking BHVR). That makes it a lot more user friendly. Infinite traps would probably be a bit much, however yeah agree they can remove the timer, and probably put it on a max token system IE you can set like 1/2/3 traps per trail or something so you’d have to use them wisely. I can see more people using it then vs the other options.
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I was just imagining a swf where 1 player runs stake out/hyperfocus/scavenger/chemical trap with engineer toolbox with 2 charge add-on. He uses the toolbox to mass produce chemical traps and set them on pallets then your teammate SWF runs any mean necessary and just pick up all the pallet you drop with chemical trap. I wonder how long it would take you to make entire Gideon map filled with chemical trap pallets. You would almost be trolling the killer with such a build in a SWF If Chemical trap was buffed to be 30% with unlimited traps(no timer).
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Yeah that would be absolutely broken, eventually you’d run out of gens though😂 unless you purposely had someone regressing to keep those traps coming. It should be token based if they remove the timer without a doubt
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Okay so thoughts after running it with any means necessary.
i would if the goal is to get more people to use it without it being abused by swf, but fun enough to still pick while not being overpowered but useful:
keep the slowed condition the same across all three tiers as it is now.
remover the timer, and change it to a token system for tier being 1/2/3 traps
same gen conditions as now.
OR if 3 traps per person(worst case scenario 4 swf) would be too much
then stop at 2 traps and same as above but for tier 3 give an extra 10% off gen % to 40% for the last tier.
Then it would be good enough to pick as a singular perk, and more fun with Any Means Necessary.
then if it’s too much(meaning you did the above changes) I’d tweak the slowed conditions but leave the other stuff alone that was changed.
That should make it more user friendly and just feel better to use as survivor, while being considerate of killer experience.
Post edited by HeroLives on0 -
Maybe since it’s a chemical trap , it should blow up like a smoke screen . Causing killer blindness and still slows them down with the current %. And I mean smoke screen . Like it should engulf the killer in smoke .
I think a smoke screen because of my time playing Alien Isolation and making a bunch of smoke bombs to just get around in that game. Makes sense to me .
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- Hindrance effect for challenges no change otherwise.
- 4 secs slow down already there.
- 10 sec killer instinct like effect on the killer bypasses un-detectable.
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