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AnnoyingNarrator

AnnoyingNarrator

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AnnoyingNarrator
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  • The purpose of No Mither is to donate blood to Oni so he can murder the rest of your friends. Outside of memes and challenges, don't bring it.

  • @IceCreamPrincess said:

    Thats just how he is designed. He is a massively snowbally killer. The way beartraps are designed forces him to play territorially. You can't place traps near survivors because they'll just disarm them, and you can't leave the area of your traps because if it catches someone and youre not there to down them, its a waste. Those 2 rules basically means the trapper must play in one area of the map

    Because of this, you gotta get the survivors to go there. Whats the 2 things that brings survivors to a location. Generators and hooked teammates. Thats why its a snowball. You down and hook a survivor in your nest of traps, and now other survivors have to go into the nest, where you will be. One down means the others are at risk of traps and then its the spiral of downs and snowballing

    His main weakness is his complete lack of early game. Addonless you got 1 trap plus 5-7ish more around the map. But to make those traps actually somewhat useful you have to spend alot of time placing them, and lets say you spend 2 minutes setting up your web. In those 2 minutes if you haven't been pressuring survivors they should have done 2-4 gens. So the trapper relies on a bag upgrade to be relevant early on

    His other powerful addons then must be prioritised, since you can only bring 1. Tar bottle makes his traps actually somewhat difficult to see outside of grass, but is that worth it compared to traps that are actually useful if you're not next to them etc. (And i disagree with bloody coil, randomly injuring a survivor across the map isn't a particularly useful addon imo)

    He doesn't require a rework, he can shut down a loop better than any other killer, even preemptively, but requires a resource to do it, and has difficulty capitalising on chases. Instead he needs just a few tweaks.

    Priority 1 though is to keep his power simple. Hes the simplest killer to grasp an understanding of, since everyone can understand at base level what beartraps would do. He might not be the easiest to play, and have a slill ceiling built only for those with giant brains, but his power is elegantly simple

    I propose giving him 2 bear traps base, being able to carry 2 traps. Then remove the bag addons. Replace them with addons that spawn additional traps throughout the map instead (brown = 2 more, yellow 3 more etc.). He should still have a higher rarity addon that does allow him to carry (and start with) 3 traps

    Next, to make his traps more effective whilst he is not around, make it so if you escape from them, you also have deep wound (you dont get deep wound if you are helped out of a trap). I also suggest instead of making it rng based whether you escape a trap or not, make it simply a set amount of time (which can be made longer with the coil addons) (also helping a survivor out of a trap takes the same amount of time it does currently, to promote teamwork)

    Next up, remove the iridescent stone addon, and make the honing stone addon irredescent. The I-Stone is incredibly powerful but not in a fun way, since it essentially permanently stops a loop/location forever. His tar bottle addons are fine imo, as well as the setting speed addons. You can also make a new set of addons that make the traps spawn closer to your starting position, or increase the deep wounds mend time.

    Ultimately you can't just slap a new ranged attack on the killer and leave him with traps too. Look at pyramid head, people take so many hits just trying to avoid his torment, imagine if they where trying to avoid a lethal trap as well as dodge ranged attacks.

    Clarifying some things mentioned in this,

    The reason I think bloody coil is powerful is that it can turn a trap into a "toll booth" of sorts. You can place a trap right out in the open and no one will close it unless they have too. It is not as good as the other addons, sure, but I tend to use it a lot to great success.

    I like the idea of deep wound when escaping the trap, the change to carrying capacity, and changing the honing stone into the I-Sone.

    I also should have not used the word "Bow" as what I was really trying to say was that Trapper needs some sort of power with range to help with early game, and my brain supplied the word bow instead of actually describing what I meant. The power could be remote resetting of traps, remote grapping of traps, or an actual bow and arrow, it just needs to help the Trapper get started with Early Game but not outshine his traps.

    Another idea that could help with early game is to have all traps begin open, but that may bring its own problems.

  • I play in red ranks, so my experience with trapper is that, as I mentioned before, nothing seems to work and then suddenly half of the survivors are downed. My problem with him is that I feel like you are dependent on survivors making mistakes rather than you making good plays. Don't get me wrong, a good trapper can force survivors to make mistakes and I have done that countless times, but I think they just need to shift the balance of the killer to give survivors a chance to recover if they mess up and also give trapper the tools to make survivors make mistakes more easily. I think that would make playing against and as trapper for interesting and fun, but I admit that there is something fun about ending a game less than a minute in because they survivors forgot that I can trap more than one entrance. I don't think trapper needs to be buffed, as so much he needs to sacrifice some of that snowballing potential in exchange for having the ability to either help set up and maintain traps easier or to have the ability to force survivors into trapped areas.

  • I feel really bad for surge, since that basic attack requirement greatly restricts who can use it effectually. Also you forgot the greatest example of too many conditions to activate on an already meh reward, Furtive Chase. Spend half the game hooking the obsession for a terrible benefit, but if the obsession dies, you lose all of the stacks.

  • @Tactless_Ninja said:

    Theyre both perks that work better when paired. Furtive works just fine with Nemesis. And Second Wind with any healing build.

    Though Furtive still has the burning question of why do I want a smaller TR when it's only active inside a chase when being IN a chase is already buggy. I've "lost" people while they're still in my line of sight.

    Second wind is better than Furtive chase, no question there. the problem with furtive chase is why you would run it. The only use I found for it was to combo it with rancor to grind out obsessions hooks before I unlocked Nemesis.

  • I just used the bow as a placeholder, but I do think he needs some sort of ability to force survivors to head to trapped areas or maybe an ability to help with setting up in the first place. For the other ideas that Terratoast gave, I think those ideas could also work. Especially the RNG stuff, cause god knows there have been countless matches where a trap will never even be touched because it spawned in a corner of the map or times where someone escapes within seconds or gets stuck there for hours.

  • Legion always felt to me like an incomplete killer. Like picture plague without her patent ink spray or Pyramid Head without the Cages of Atonement. They still work, but you always feel like something is missing. I think the best way to fix Legion would be to add some sort of element reflecting the multi-person nature of the killer, like being able to switch positions in the map. Like picture you get hit by feral frenzy, you see the legion run off so you go to mend but before you finish, another member of the legion shows up and stabs your kidneys. I am not sure how to balance it, but I think they need some spicing up with a new power.

  • In my opinion, I think Die Hard is one of the worst designed perks in the game for survivor. Why? It does way too much for way too little. I think its fine when used to reach a pallet or a vault, in fact I love it when its used that way, but the problem is that you can use it as a "oh no I messed up the chase and I am going to get downed" panic button with no downside. This makes it very annoying to deal with, epically because you can use it to dash through a pig ambush attack. If they were to rework it so that it can't be used as easy option to gain some distance I think it would be fine. Heck, they could make another perk that takes over that role as a panic button, as long as it takes away of some of the versatility that Dead Hard can give you for a single perk slot.

    For killer, there is quite the list.

    Furtive Chase takes too long to get and once you get stacks is still useless

    Monstrous Shrine is completely worthless

    Dead Man's Switch takes too long to get

    The problem is that a lot of killer perks tend to either take awhile to build up, do not give enough benefits, get overshadowed by a better perk, or a combination of all three.

  • I will be honest and say that I complete forgot those maps. I tend to play a lot of ghost face, so those dead zones screw me over too, so I kind of forgot that for most killers that is a death sentence for the survivor. While I do think that having some dead zones is important, when the majority of the map outside of loops is a dead zone, something is not working.

  • In my opinion, they need to upgrade both sides options when it comes to gates. The fact that if you can win is dependent on complete RNG is completely stupid. The problem is that if you make the gates too far apart it means that even if a killer know exactly which gate you are at, they may not be able to reach you in time. At the same time, the reverse is just as bad. I think a possible solution could be to have it so when there is only one survivor left, to not have the red lights glow until the third light, but that is only a quickly thought up suggestion.

  • I will admit that I play a lot more killer than survivor, but when I do play survivor, I tend to have more fun on the maps that are considered killer sided than survivor sided. But that is like comparing being shot to being stabbed, the best maps are the most balanced ones, as that enables both sides to have fun without having to resort to really annoying tactics like camping. I don't think maps should be killer sided, I just really don't think they should be survivor sided.

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