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Lets talk about a Trapper passive ability
Comments
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i dont think he needs a passive ability tbh.
i'd like to see some fixes to his power and then some buffs, but he doesnt need anything entirely new.
also, that would pretty much kill the iridescent stone add on, since its already build into his passive.
here an idea of what kind of buffs i was talking about:
- increased trap number (10 sounds good)
- starts with all traps in hand (and carry them all at the same time)
- logwood dye as basekit
- escaping a trap is a set animation and no longer based on RNG
- cant trap himself
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Just let him reset the traps himself without having to pick them up first and his power level will increase dramatically as he'll be saving so much time.
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I like all these ideas, i think traps resetting in like 60 seconds by themselves would be fair imo and the add on making it 30 seconds still makes it very powerful and not be overshadowed by the base reset timer maybe make it longer at base but the iri stone should be left alone as it is.
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I would make the area to pick up traps bigger and fix the trap auras.
Then i would disarming Traps have a skill check. Failing the check traps the survivor in the trap. (Now Distressing would actually make sense on Trappy boy)
The Skillcheck can be make more diffucult with the spring- addons, and i would loving to see a new kind of Trapper build: The Lure-Trapper.
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I think the only buffs he would need:
1.Please put some more goddamn traps on the map sometimes it feels like there really is not enough.
2 .have him start with 2 or 3 traps in hand instead do not let him carry all his traps with him as I feel like having to run to some traps should still be a thing.
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