UE5 Trapper buff
Finally Trapper is Stier
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Maybe we should just roll this whole update back for a while
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Oh, the Invisible Trap tech.
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Shadow buff confirmed
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@radiantHero23 add it to the list.
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Will it actually make a trapper S tier, I wonder
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Dear lord
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Urgh….
This is honestly a nightmare.
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This spot specifically existed before UE5
And there are many, many more.
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S tier is when the trap spawns under a hook. Resetting traps don't fall under the same restrictions as placing them.
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Didn't that spot and a couple of others already exist? Before this update?
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kek knight is bugged to he can teleport anyways in the map with a glitch I've reported it ben 3 plus months now still under review majorly game breaking btw Wesker also has a teleporting bug like to his power he can teleport back to his original position when he used his power under verry specific conditions and now nurse has a animation cancel that can make to go a weird lunge when blinking gaining more striking distance than she supposed to have im barely scathing the surface the game needs like a good 3 to 6 months with just focusing on fixing bugs because this aint it right now
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we meet again my apprentice
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Invisible trap has been a thing for a long time.
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i got a new one for you skull merchant has a bug where you can't unhook the hooked surv sometimes(seems to be on 2nd stage hook) add it to the list just was on the receive end of it 2 games in a row
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Let my boy have that!, c'mon!
God, I love Ue5 it makes balanced changes for the devs!
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Yeah, I do question the reasoning why he is not Killswitched?
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If he had to be killswitched because of invisible traps he should of been a looooooong time ago. This particular spot has been there since the maps release, and I find new spots basically everytime I play him.
Its gotten to a point where Ive just given up trying to avoid them. Some traps are just far too important to just avoid them like this window, or the badham entrance one that was patched a while ago.
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Can confirm, I found this spot too back when the map was launched.
It's next to shack window so is a very typical trap spot. I actually didn't bother reporting it cause its such a standard spot, I figured it'd already be known.
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To a few of us, he already is. This tech has been around a looooooong time. Im fine with blaming it on the URE5 update :)
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Are you serious lol
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My condolences.
Honestly, what isnt broken right now?
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yeah this patch is so rough T.T how about you did you experience anything game breaking so far ?
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Floating trapper traps. That was fun…
Otherwise…
- Twins
- Potential energy
- rubberbanding
- weird vaults
- Sadakos purple addon vcr effecting turned off tv´s
These are just some… There are a lot more.
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ouch you got your fair share, altough floating trapper trap making survivors jump when the try to dissarm is a funny one. if you even go on gideon meat plant you have my condolences lmfao. the giant vault tube you can get stuck on the far side of it when the vaults decide to get weird when fast vaulting
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Nice…
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That a game breaking bug is not Killswitched?
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In the case of a trapper trap being invisible, it's a location thing rather than overall (at least from my experience, I have never had an invisible trap this update), so if anything the map should be killswitched.
But I think it is not a big enough issue to killswitch either, as BHVR tends to be conservative with killswitches (see survivors exploiting blood pact, or killers exploiting merciless storm)
I think hiding traps partially under foliage, leaves, etc is fine, but fully invisible trap spots like this need to be patched out for sure lol
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CoconutRTS released a video with a ton more, this switch to UE5 broke a ton of stuff (or maybe it's unrelated and the midchapter broke it all). Definitely one of the buggiest patches to date
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