4 changes to improve Trapper setup, chase ability, and escape RNG

  1. All traps spawn set (armed).
  2. Each tile has 2 different spawn points where a trap can possibly spawn:
    1. The spot with the highest foot traffic (using heat map analytics).
    2. The spot where Trapper players have set traps the most (if this data is available).
  3. Traps are less visible to survivors in a chase.
  4. The number of escape attempts for a survivor to free themselves hass less RNG:
    1. Outside of x meters from the Trapper, it takes 2 attempts for every able bodied survivor (max 6).
    2. Inside x meters from the Trapper, there is a 50% chance to escape.
    3. x can be adjusted to make the 50% chance fair.

Comments

  • Notes:

    1. The Nemesis doesn't have to infect civilians to get their first zombies. The Plague doesn't have to construct fountains before she can infect. Same with The Pig and her macabre boxes. The Huntress and Trickster start with full ammo. The Wraith starts cloaked.
    2. The number of traps that spawn remains unchanged. Just update where they spawn.
    3. To make traps less visible, either change their opacity to make them more transparent to blend in with the environment better, or sink them into the ground so that only the tips of the teeth are visible (like Junkrat's traps in Overwatch).
    4. If there are other survivors able to help free trapped survivors, they should be not be able to quickly free themselves. If there are no survivors, or fewer survviors, then they should be better able to free themselves.


    1. This would probably more often get in the way of where killer can walk, and what they have to avoid, more than being effective in trapping survivors.
    2. This would be really powerful, depending on the setup, but also it would be /Really Hard/ to implement. Also, thats super dependent on how experienced a given team has dealing with the trapper, the meta for trap placement changes a Lot
    3. V A L I D (however think of the baby survivors, we gotta give them a chance)
    4. I like RNG and having options; counter suggestion: Ability to either disarm trap or rip it out of the ground and leave it on your leg, making you Broken and/or Incapacitated until you get help from a survivor, or having a Deep Wound kind of thing [out in 2 checks depending on how long it takes is super not a lot, understanding the mechanic of being able to pick up survivors directly from a bear trap is important to its intended purpose]


    1. dont have experience with nemesis or plague, but the rest should be the default...? unless i dont understand what you mean?
    2. Fair, but still
    3. Super simple environment camo would be nice so they dont stick out on eyrie of crows or snow place would be super nice, but again keep the newbies in mind <3
    4. punishing a survivor for general carelessness is important, a survivor being allowed to be careless just because their friends are dead isnt super fair, and is also an incentive to get your friends killed which isnt super ideal.

    love it :D

    OOH idea: a change to the traps where theyre more blended with the environment, harder to generally identify, but give them a wholistic redesign to make them like 50% bigger and TERRIFYING that way everything sort of works out

    all the oldest killers need a bit of work imo

    except billy hes perfect in every way exactly as he is