So since the new mechanic called deep wound, I thought about making trapper's base traps a little bit stronger if he doesn't use ultra rare addons:e if u disarm a trap u will get the deep wound status effect and you have to mend urself for x seconds. Suggestions?
That would be a nice buff to the trapper. It will help slow down the game. When playing the trapper there’s a lot gen rush since you focus on setting traps in the beginning of the game. And on top of that you have to collect your traps.
I would prefer if traps just automatically opened up in the beginning of the game causing it where survivors have to be cautions soon as the game starts.
Deep wounds no, skill check yes and if you fail you get a mangled debuff that if you get hit makes you either bleed out quicker. You also moan more loudly until either healed similar to deep wounds or being injured.
Deep wounds no, skill check yes and if you fail you get a mangled debuff that if you get hit makes you either bleed out quicker. You also moan more loudly until either healed similar to deep wounds or being injured.
@powerbats Yeah that would make sense and would give survivors more bps. It's a win-win.
Deep wound would inherently make you injured, which would basically mean a free bloody coil- one of the trappers best add-ons by a long shot. I think that would be a little much. The power of traps should come from luring someone into one without noticing, rather than to place them in obvious spots and punishing someone for disarming them.
I'd be okay with skill checks that injure/deep wound you if missed, though. That could be neat.
@Peanits said:
Deep wound would inherently make you injured, which would basically mean a free bloody coil- one of the trappers best add-ons by a long shot. I think that would be a little much. The power of traps should come from luring someone into one without noticing, rather than to place them in obvious spots and punishing someone for disarming them.
I'd be okay with skill checks that injure/deep wound you if missed, though. That could be neat.
I love putting them in way out of the way places but hidden, someplace people would think is insane to place one. Then laugh when they step into it especially when you use the hard to escape addon along with an Iridescent Stone.
If you're fast enough you get them before they get out and people realize not to struggle out and down themselves. That works as a great surprise for the next unsuspecting sucker I mean victim on far side of map.
Don't jump the bandwagon and try to slap the new status effect on every killer.
We are talking beartraps that snap at your legs, right?
Why doesn't they all apply hindered without any add ons needed until fully healed?
That would give the killer more dangerous if he can start a chase after the guy escaped the trap.
So it would slow the game more down, since the survivor would want to hide until healed.
@Wolf74 said:
Don't jump the bandwagon and try to slap the new status effect on every killer.
We are talking beartraps that snap at your legs, right?
Why doesn't they all apply hindered without any add ons needed until fully healed?
That would give the killer more dangerous if he can start a chase after the guy escaped the trap.
So it would slow the game more down, since the survivor would want to hide until healed.
We used Deep wounds as an example not to slap on his bandwagon effect.
No, you completely glossed over the thread title and discussion just to throw out the bandwagon line. The thread is about disarming traps not about what happens when you get out.
The thread title is DISARMING TRAPS SHOULD DEEP WOUND as in when you disarm a trap it should cause a negative effect if you fail a skillcheck.
That was already suggested to give some kind of debuff if you disarm the trap, this has nothing to do with escaping the trap.
This part if failing a skill check on disarming the trap causing some kind of negative status effect until healed was discussed earlier.
Deep wound would inherently make you injured, which would basically mean a free bloody coil- one of the trappers best add-ons by a long shot. I think that would be a little much. The power of traps should come from luring someone into one without noticing, rather than to place them in obvious spots and punishing someone for disarming them.
I'd be okay with skill checks that injure/deep wound you if missed, though. That could be neat.
Isn't it possible to get deep wound but without injured state? Could be possible to code around this or not? The idea behind is to slow down the game just a little bit, since u can just disarm without consequences and waste so much time of the killer
Deep Wound makes you injured. If disarming a trap or not disarming a trap both resulted in injury, what would be the point of doing it?
Oh, here's the thing I probably communicated wrong: My idea was that disarming will only give you the deep wound effect but without beeing injured. Or, the deep wound effect will only apply if ur disarming while injured. Not both, that would be to insane
@DwightsLifeMatters said:
Oh, here's the thing I probably communicated wrong: My idea was that disarming will only give you the deep wound effect but without beeing injured. Or, the deep wound effect will only apply if ur disarming while injured.
Not both, that would be to insane
That's essentially the same. The point of disarming a trap is to nullify it as a threat; it's a counter to the Trapper's power. You'd be punishing the Survivors for doing what they're supposed to do.
I always thought there should be a % chance for the survivor to get injured (or deep wounded) for disarming traps. Like the base rate could be around 10%, and various addons make it a higher rate.
This could always give survivors a second thought on disarming traps and would possibly punish those who follow the trapper around to disarm without needing to take up an addon slot.
@DwightsLifeMatters said:
So since the new mechanic called deep wound, I thought about making trapper's base traps a little bit stronger if he doesn't use ultra rare addons:e if u disarm a trap u will get the deep wound status effect and you have to mend urself for x seconds.
Suggestions?
anytime they escape a trap yes that would be a good time waster to help trapper especially if he's already in chase.
Deep wound would inherently make you injured, which would basically mean a free bloody coil- one of the trappers best add-ons by a long shot. I think that would be a little much. The power of traps should come from luring someone into one without noticing, rather than to place them in obvious spots and punishing someone for disarming them.
I'd be okay with skill checks that injure/deep wound you if missed, though. That could be neat.
Like putting traps on the stairs lol and by the dreaded infini loop at the shacks window not the grass lol caught same guy 3 times in a row in that spot
@ReneAensland said:
I agree with Skillchecks.
If Hooks have Skillchecks (for some odd reason) why don't traps.
That's actually a good idea. The Killer should also have a skillcheck, to hook a survivor. Because it's a challenging thing to skewer a heavy piece of meat on a free swinging hook. A difficult task, that could go wrong as well.
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Comments
cause lets face it, deep wounds really isn't that bad.
I would prefer if traps just automatically opened up in the beginning of the game causing it where survivors have to be cautions soon as the game starts.
Deep wounds no, skill check yes and if you fail you get a mangled debuff that if you get hit makes you either bleed out quicker. You also moan more loudly until either healed similar to deep wounds or being injured.
Yeah that would make sense and would give survivors more bps. It's a win-win.
Deep wound would inherently make you injured, which would basically mean a free bloody coil- one of the trappers best add-ons by a long shot. I think that would be a little much. The power of traps should come from luring someone into one without noticing, rather than to place them in obvious spots and punishing someone for disarming them.
I'd be okay with skill checks that injure/deep wound you if missed, though. That could be neat.
I love putting them in way out of the way places but hidden, someplace people would think is insane to place one. Then laugh when they step into it especially when you use the hard to escape addon along with an Iridescent Stone.
If you're fast enough you get them before they get out and people realize not to struggle out and down themselves. That works as a great surprise for the next unsuspecting sucker I mean victim on far side of map.
Don't jump the bandwagon and try to slap the new status effect on every killer.
We are talking beartraps that snap at your legs, right?
Why doesn't they all apply hindered without any add ons needed until fully healed?
That would give the killer more dangerous if he can start a chase after the guy escaped the trap.
So it would slow the game more down, since the survivor would want to hide until healed.
We used Deep wounds as an example not to slap on his bandwagon effect.
No, you completely glossed over the thread title and discussion just to throw out the bandwagon line. The thread is about disarming traps not about what happens when you get out.
The thread title is DISARMING TRAPS SHOULD DEEP WOUND as in when you disarm a trap it should cause a negative effect if you fail a skillcheck.
That was already suggested to give some kind of debuff if you disarm the trap, this has nothing to do with escaping the trap.
This part if failing a skill check on disarming the trap causing some kind of negative status effect until healed was discussed earlier.
On missed skill checks, yes. As a default, hell no.
disarming should have skill checks that will injure you if you fail them that would be awesome
Deep Wound makes you injured. If disarming a trap or not disarming a trap both resulted in injury, what would be the point of doing it?
Not both, that would be to insane
That's essentially the same. The point of disarming a trap is to nullify it as a threat; it's a counter to the Trapper's power. You'd be punishing the Survivors for doing what they're supposed to do.
I always thought there should be a % chance for the survivor to get injured (or deep wounded) for disarming traps. Like the base rate could be around 10%, and various addons make it a higher rate.
This could always give survivors a second thought on disarming traps and would possibly punish those who follow the trapper around to disarm without needing to take up an addon slot.
anytime they escape a trap yes that would be a good time waster to help trapper especially if he's already in chase.
I agree with Skillchecks.
If Hooks have Skillchecks (for some odd reason) why don't traps.
That's actually a good idea. The Killer should also have a skillcheck, to hook a survivor. Because it's a challenging thing to skewer a heavy piece of meat on a free swinging hook. A difficult task, that could go wrong as well.
I like that idea. Good job, very creative.