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Trapper the first killer (buff ideas)

ShyN3ko
ShyN3ko Member Posts: 1,616
edited July 2019 in General Discussions

The trapper:

Bear Trap:

He can carry 3 and on the map are 12 more.

Survivors can still disarm them, but they need 7.5 seconds.

Minimum bear trap size = Survivor Hitbox

Maximum bear trap size = 1,25 Pallets


Minimum Range < bear traps connecting with objects wall < Maximum Range

And they look more like this (Killer view/Survivor view)->


Special Trap:

He have 1 special building trap.

This trap is rly big and its only in the map theme building.

The basement is always in this map theme building.

He must activate this trap in a 10 seconds long animation.

And the trap has a 2 min cooldown.

But this trap will automatically down 1 survivor, if a survivor got trapped.

His passive ability:

Bear traps in his terror radius will get set automatically after some time.

Addons can affect his ability.

His perks:

Unnerving Presence:

Your Terror Radius is increased by 12 metres.

2 Terror radius effects are doubled.

But only 1 perk effect and 1 base killer ability.


Brutal Strength:

Earn a Token for each destroyed pallet.

Each Token grants a stackable 15 % faster on destroying pallets. You can earn up to 4 Tokens.

If you spend 4 tokens, then you can do a special action on dropped pallets one time.

Special action:

Just go through this pallet, its just wood.


Agitation:

Increases your movement speed while transporting bodies by 8/14/20 %.

While transporting a body, your Terror Radius is increased by 24 metres.

Post edited by ShyN3ko on

Comments

  • ShyN3ko
    ShyN3ko Member Posts: 1,616

    Sry for my bad english :3

  • The_Trapper
    The_Trapper Member Posts: 186

    Too powerful in my opinion.

    Survivors will cry if I am that strong.

  • ShyN3ko
    ShyN3ko Member Posts: 1,616

    @The_Trapper

    I know that.

    In my opinion, its easy to nerf OP things.

    But its difficult to buff things.

    So the devs could release this on PTB and then they nerf if for the live version.


    Btw nice name :3

  • Dathro
    Dathro Member Posts: 29

    The "Special Trap" is silly.

    But this trap will automatically hook 1 survivor in the basement, if a survivor got trapped.

    Like... what? What exactly is the in-game mechanism by which a person would be trapped, and sent to the basement Hook? Are they lifted by a claw on a conveyor belt like one of those arcade games? Just randomly teleport there? Makes no sense at all.

    Changes like these will never be put into the game. At least suggest mechanics which already exist so we're not talking about devs hand-crafting something. It's not like this is the most proactive dev team, they will take shortcuts when they can.

    How about let him walk through his own traps? How about give him more traps, increase his baseline number to hold, and place more of them around the map? How about slow the disarm animation and make traps harder to see?

    The easy thing about Trapper is he's fairly similar to another Killer who is in a great spot: Hag. If all the above changes go through, it closes the gap a whole lot and he'll still probably not be great, but we can at least imagine Trapper should be decent.

  • ShyN3ko
    ShyN3ko Member Posts: 1,616

     Are they lifted by a claw on a conveyor belt like one of those arcade games

    This would look rly funny.

    @Dathro

    But now real talk.

    All my ideas are too OP and I know that.

    But in my opinion, nerfing OP things is rly easy, because you know exactly the problem.

    Buffing things is difficult, because you dont know exactly the problem.

    And you dont know, what the buff could make.

    Maybe I should write that down.

  • Dathro
    Dathro Member Posts: 29

    nerfing OP things is rly easy, because you know exactly the problem.

    Buffing things is difficult, because you dont know exactly the problem.

    I see zero reason supporting that position. It might be just as easy to see why an OP thing is OP, as it is to see why a weak thing is weak.

    I wasn't even talking about how strong your suggestion was, I was talking about using already existing in-game resources as opposed to suggesting devs hand-craft new assets.

  • ShyN3ko
    ShyN3ko Member Posts: 1,616

    @Dathro

    Ohhhhhhhhhh, ok I understand your opinion.

    I just like to made new ideas.

    The devs can do it like your way and I rly think they will do that.

    But making new crazy stuff is a funny thing.

  • SodiumIntensifies
    SodiumIntensifies Member Posts: 18

    Trapper starting off with 3 traps would be enough. His biggest problem is set up, so if you allow him to do it faster he becomes stronger.

  • Captain_Doomsday
    Captain_Doomsday Member Posts: 175

    Start Trapper with 2 traps (barring addons); replace environment traps with a spawn meter that adds traps to his "inventory" so long as there's room. There's a UR addon that reopens his traps already, but if that happened with traps all over the map and Trapper could still step in his own, that power would be a liability.

    This way, Trapper doesn't have to play fetch, and he doesn't have any traps where he doesn't want them.