Qol trapper additions.
Traps should spawn all open. Traps should also spawn either on the closest side of the corresponding loop tile to the trappers spawn location or in relation to the center of the map making it more convenient for him to go grab them. What would be even better would them spawning preset in loops however that would be quite overpowered imo and also take what makes trapper fun away from him. However having them spawn open and in a better arrangement towards himself will allow him to more easily pick them up to set them up properly, or have someone potentially accidentally step in a random trap lying in a corner of the map without it having to be set.
Trapper should be able to carry an extra trap at default. Not spawn with an extra one, but simply carry one, (taken from the purple addon's additional carry capacity) this will allow him to keep stock more easily, and swap a trap in and out whilst using other add-ons and carrying a trap.
Traps shouldn't move on a survivor being trapped, instead a survivor should lock to the traps position. - this is so that whilst using the iridescent stone addon they reset correctly and to the right space they were placed.
Whilst looking at a trap on the ground (ie within his frame of vision) he should gain an inability to be trapped, but move at 110% speed whilst within 0.3m of an open trap. This allows the trapper to still mistakenly step in a trap but if they are looking out for them (expecially whilst carrying someone) they can have a chance to not step in them.
Coil add-ons should reset traps on varying timers, all above 60s etc. (Not able to stack with each other time wise, the shortesr time will win ie if you have a trap resetting after 60s and an add-on after 75s it will take the 60s time, however ability to get out of a trap will obvs still stack) This will allow the trapper an easier ability to maintain map pressure without having to rely on ultra rare add-ons. Iridecent stone however will remain useful resetting a random trap every 30s which could potentially be used with a coil addon to reset a trap on a very long cool down whilst others also reset independently.
Holding ctrl or the equivalent on a controller above a trap, should reset it in place regardless of whether or not your holding too many traps
Fastening tools/setting addon's should all be buffed *slightly*. There already great in their own right, even better when stacked, but when competing with resetting traps/auto downing traps, bags and darkened traps they could use the slightest buff.
Comments
-
Traps should also count internally as chases and hits as well. So he can actually pip by using traps. Also disagree with the step on trap change. I think he should just not be able to step in them and be stunned at all. No other killer in the game risks giving the survivor a free decisive strike and for good reason. It underpowers killers more and it's just stupid. It's also not fun stepping on them and losing a survivor for possibly up to 2 more minutes.
0 -
Stepping on traps as a killer is balanced in a way though, i mean your essentially blocking paths for survivors, with time being your cost in doing so. i mean if you could just walk over traps, and say someone got downed in the middle of a pallet, you could just trap both sides of the pallet and completely negate the person being able to be saved through pallet stun. also there are many situations where atleast you used to be able to completely cheese chases simply by putting a trap down in the middle of a pallet, negating a players entire path, which with the ability to simply walk throught the trap would make it unfair, whilst on a safe pallet loop atleast they have long sides of the wall/barriers to gain distance. with this change you'd have to be actively aware of the trap at the very least. outside of carrying someone though i'd have no problem with not stepping on traps though well atleast in current dbd due to all pallets being made more unsafe, just simply whilst carrying someone which is why i kinda went for a middle ground option.
0