How would you feel if trapper had ...

10-20% baseline chance on when disarming trap to injure survivors with possibility to down survivor if he was already injured when disarming it.

Comments

  • @Vietfox said:
    Lol no.

    I'll take it but it would be nice to know your reasoing why not.
    Do you consider trapper so strong that doesn't need any changes ?

  • Kebek said:

    @Vietfox said:
    Lol no.

    I'll take it but it would be nice to know your reasoing why not.
    Do you consider trapper so strong that doesn't need any changes ?

    10-20% is huge plus there are addons for that already with 100% chance to injure when healthy.
  • Kebek said:

    @Vietfox said:
    Lol no.

    I'll take it but it would be nice to know your reasoing why not.
    Do you consider trapper so strong that doesn't need any changes ?

    No, Trapper could use minor changes but RNG is not a good idea at all. 

    Here are the changes i propose:

    Buff: Trapper now holds 2 Traps by default.    One trap is removed from the map to compensate.

    QOL: Trapper can now reset disarmed bear traps on the ground while holding max. capacity.

    QOL: Escaping a bear trap is now a fixed push and hold that takes around 10-15 seconds. This is affected by perks and addons on both sides. This change is actually a nice QOL change on both sides.

  • @Vietfox said:
    Kebek said:

    @Vietfox said:

    Lol no.

    I'll take it but it would be nice to know your reasoing why not.

    Do you consider trapper so strong that doesn't need any changes ?

    10-20% is huge plus there are addons for that already with 100% chance to injure when healthy.

    That's the thing. Those addons are quite mandatory for him to be viable.
    Setting traps as trapper takes a lot of his time and whenever traps get disarmed he loses all that. With some chance to slow survivors from doing gens by injuring them would help him quite a bit.

  • @ChesterTheMolester said:
    Kebek said:

    @Vietfox said:

    Lol no.

    I'll take it but it would be nice to know your reasoing why not.

    Do you consider trapper so strong that doesn't need any changes ?

    No, Trapper could use minor changes but RNG is not a good idea at all. 

    Here are the changes i propose:

    Buff: Trapper now holds 2 Traps by default.    One trap is removed from the map to compensate.

    QOL: Trapper can now reset disarmed bear traps on the ground while holding max. capacity.

    QOL: Escaping a bear trap is now a fixed push and hold that takes around 10-15 seconds. This is affected by perks and addons on both sides. This change is actually a nice QOL change on both sides.

    That would be very nice as well. I'd say some RNG wouldn't hurt that much since many thing in DBD are very RNG based (which isn't really good but oh well).

  • @ChesterTheMolester said:
    Kebek said:

    @Vietfox said:

    Lol no.

    I'll take it but it would be nice to know your reasoing why not.

    Do you consider trapper so strong that doesn't need any changes ?

    No, Trapper could use minor changes but RNG is not a good idea at all. 

    Here are the changes i propose:

    Buff: Trapper now holds 2 Traps by default.    One trap is removed from the map to compensate.

    QOL: Trapper can now reset disarmed bear traps on the ground while holding max. capacity.

    QOL: Escaping a bear trap is now a fixed push and hold that takes around 10-15 seconds. This is affected by perks and addons on both sides. This change is actually a nice QOL change on both sides.

    There's an addon for starting with 2 traps

  • @ChesterTheMolester said:
    Kebek said:

    @Vietfox said:

    Lol no.

    I'll take it but it would be nice to know your reasoing why not.

    Do you consider trapper so strong that doesn't need any changes ?

    No, Trapper could use minor changes but RNG is not a good idea at all. 

    Here are the changes i propose:

    Buff: Trapper now holds 2 Traps by default.    One trap is removed from the map to compensate.

    QOL: Trapper can now reset disarmed bear traps on the ground while holding max. capacity.

    QOL: Escaping a bear trap is now a fixed push and hold that takes around 10-15 seconds. This is affected by perks and addons on both sides. This change is actually a nice QOL change on both sides.

    There's an addon for starting with 2 traps

    The problem is that these feel forced and mandatory, you can go without them but you risk having to few traps set up or spend to much time setting traps if trap spawns decide to work against you.

    I'd be a nice buff that would free my addon slot for something else 
  • @ChesterTheMolester said:
    HellDescent said:

    @ChesterTheMolester said:

    Kebek said:

    @Vietfox said:
    
    Lol no.
    
    
    
    I'll take it but it would be nice to know your reasoing why not.
    
    Do you consider trapper so strong that doesn't need any changes ?
    
    
    
    No, Trapper could use minor changes but RNG is not a good idea at all. 
    
    Here are the changes i propose:
    
    Buff: Trapper now holds 2 Traps by default.    One trap is removed from the map to compensate.
    
    QOL: Trapper can now reset disarmed bear traps on the ground while holding max. capacity.
    

    QOL: Escaping a bear trap is now a fixed push and hold that takes around 10-15 seconds. This is affected by perks and addons on both sides. This change is actually a nice QOL change on both sides.

    There's an addon for starting with 2 traps

    The problem is that these feel forced and mandatory, you can go without them but you risk having to few traps set up or spend to much time setting traps if trap spawns decide to work against you.

    I'd be a nice buff that would free my addon slot for something else 

    Your idea is great. The "injury by RNG" is not.

  • Kebek said:

    @Vietfox said:
    Kebek said:

    @Vietfox said:

    Lol no.

    I'll take it but it would be nice to know your reasoing why not.

    Do you consider trapper so strong that doesn't need any changes ?

    10-20% is huge plus there are addons for that already with 100% chance to injure when healthy.

    That's the thing. Those addons are quite mandatory for him to be viable.
    Setting traps as trapper takes a lot of his time and whenever traps get disarmed he loses all that. With some chance to slow survivors from doing gens by injuring them would help him quite a bit.

    A trap well placed can turn a 2 minutes chase into a 20 seconds chase, that's why the trapper is my 2nd favourite killer. That time you spend setting traps is a good investment, even if you dont have the speed addon to set traps faster.
  • @Vietfox said:
    Kebek said:

    @Vietfox said:

    Kebek said:

    @Vietfox said:
    
    Lol no.
    
    
    
    I'll take it but it would be nice to know your reasoing why not.
    
    Do you consider trapper so strong that doesn't need any changes ?
    

    10-20% is huge plus there are addons for that already with 100% chance to injure when healthy.

    That's the thing. Those addons are quite mandatory for him to be viable.

    Setting traps as trapper takes a lot of his time and whenever traps get disarmed he loses all that. With some chance to slow survivors from doing gens by injuring them would help him quite a bit.

    A trap well placed can turn a 2 minutes chase into a 20 seconds chase, that's why the trapper is my 2nd favourite killer. That time you spend setting traps is a good investment, even if you dont have the speed addon to set traps faster.

    Well they can but if they don't catch anyone they they were a time sink that might lose you the game.
    But yeah those other buffs suggested would be better.


  • Vietfox said:
    Kebek said:

    @Vietfox said:
    Kebek said:

    @Vietfox said:

    Lol no.

    I'll take it but it would be nice to know your reasoing why not.

    Do you consider trapper so strong that doesn't need any changes ?

    10-20% is huge plus there are addons for that already with 100% chance to injure when healthy.

    That's the thing. Those addons are quite mandatory for him to be viable.
    Setting traps as trapper takes a lot of his time and whenever traps get disarmed he loses all that. With some chance to slow survivors from doing gens by injuring them would help him quite a bit.

    A trap well placed can turn a 2 minutes chase into a 20 seconds chase, that's why the trapper is my 2nd favourite killer. That time
    Yeah I agree, you just have to learn where to put them, putting them in obvious places is just not the best idea. 

    Best trap placements 
    1.By any pallet 
    2. By the killer shack window since almost every survivor love jumping across there (including myself lol) 
    3. Any area of the corn field 

    I love when I go against a trapper who uses the add on where you get injured for disarming. I went against a killer who placed it by the exit gate, it screwed me over when it was time to escape  :'(




  • @Kebek said:
    10-20% baseline chance on when disarming trap to injure survivors with possibility to down survivor if he was already injured when disarming it.

    I dislike RNG, there must be a better way

  • Maybe if you get caught in a trap repeatedly you are more likely to be downed. 1st chance 0% down chance 2nd time trapped 15%down chance. 3rd time trapped 25% 
  • i love trapper but adding randomness to a kit doesnt usually feel good