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HexMatBabyDweet

HexMatBabyDweet

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HexMatBabyDweet
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  • @Terratoast said:

    Your bow idea would likely never fly. Traps are already an instant down if a survivor is tricked into one (and you're close enough to capitalize on it). Adding a *ranged attack*, one of the most powerful abilities a killer could have, would make the trapper way too powerful.

    His ultra-rare addons seem fine when you compare the power of them to other ultra-rare addons other kills have.

    What trapper truly has a problem with is his consistency.

    A trapper that can't even hold two traps feels gimped since you now have to choose between using your trap for trapping a location or holding onto one so you can use it to shut down a loop mid chase. It's always annoying to see a survivor escape on their first attempt releasing themselves from the trap, and I'm sure it's annoying to survivors to fail a dozen attempts to free themselves while the trapper is the entire length of the map away. Default trap locations is also praying to the RNG gods that they give you traps in locations that are convenient to pick up.

    I would give the following to trapper to make him more consistent;

    • Allow him to carry a max of two traps by default and nerf the respective addons that increase his max traps.
    • Change the spawn code of his traps so that they are more towards the center of the map and remove one trap from the max pool available. This way he has more consistent access to traps without being overbearing.
    • Freeing yourself from a trap should take a set amount of time (adjust this time accordingly). This will allow the trapper to make a more informed decision of whether or not a survivor is too far away to attempt to capitalize on.

    I like the sound of this

  • @TheeclumsyNinja said:

    It is so demotivating to completely put play a killer then have them still be able to come out with kills they never earn.

    With moris being so easy to get its a little stupid to be giving killers with 2000 hrs access to a get out of jail perk.

    New killers i get, its tough out there for them.... but just disable it after 50-100 hrs with killer

    And running should be disabled after 100 hours.

  • @SweetTerror said:

    I've been playing this game for a few months now, and so far I've only been able to unlock teachable perks with Leatherface and The Wraith. I heard that the doctor is a great killer from which to farm bloodpoints from, so I would like to use him as a means to unlock more teachable perks.

    I do have barbecue and chili unlocked, and I heard that having distressing, whispers, and overcharge are good perks too. Are you able to recommend any perks that don't fall under the teachable category for a new player in my position? (I know that nurse's calling and unnerving presence are great perks, but like said I don't have those teachables unlocked yet.)

    I'm a doc main at rank 3, I run BBQ, distressing,corrupt intervention and Pop. Distressing can be replaced but I like the big terror radius for the radius power ( can't remember the name for the life of me). I sometimes switch distressing for Franklin's. For add one I use the range since they took away the slower charge up debuff from them. Or the ones that change his terror radius.

  • Hash slinging slasher for SpongeBob, no arguments because you know I'm right.

  • @Poweas said:

    https://forum.deadbydaylight.com/en/discussion/comment/1298519#Comment_1298519

    But most the community complained about queue times, hence the new system that was implemented. I don't know where I stand with it to be honest, I hated the queue times, but I also hate how rank 20's are being screwed by it too.

    Exactly perks/ killers were reworked to be friendlier towards new/low rank players, just to have them be matched up against the highest ranks possible.