C3Tooth
C3Tooth
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They should add in 2sec startup animation before making any progressing. That would slow down survivors at least half a min throughout a match. Its also to prevent Gen tap mid chase.
Brutal strength definitely need a massive buff on kicking Gen & breakable walls. Should not buff the effect on pallets.
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3 Gens may still work with Trapper using Purple bag & a red addon, may be also with Hag too. But 3 Gens for other killers is no more viable.
They can set a Coh away from 3 Gens, you keep being around 3 Gens and they will constantly healed and back to Gen. You go find Coh and last Gen done.
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@TAG said:
https://forum.deadbydaylight.com/en/discussion/comment/2681527#Comment_2681527
https://forum.deadbydaylight.com/en/discussion/comment/2681840#Comment_2681840
I think the game definitely needs some noticeable balance changes first before we consider the idea of a basekit DS.
The second biggest problem the game has below the power of SWF is the relationship between Gen rush & Tunnel/Camping, which everyone complaining.
DS on both hooks & BT as basekit can totally hard punish Tunneler. Kindred basekit for Camper.
Then Survivors should spawn somewhere that they cant instantly jump into Gen/Totem instantly, and a second objective is really needed.
For the spawn, Killer has no idea where Survivors spawn. While 4 survivors can either spawn on 5 Gen/5 totem. It can be fixed that Survivors should spawn at 2 Gates (2 on each gate). Killer spawns 70m distance equal to both Gates, while able to see Gates' aura for 10sec. That way Killer knows where they should go, and force Survivors to be immersive in the beginning because they have 50% chance Killer comes directly to them.
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@BrokenSouI said:
https://forum.deadbydaylight.com/en/discussion/comment/2682216#Comment_2682216
Try BBQ(or whispers), deadlock, corrupt, no way out. I don't think I've lost as blight with this build yet. It's extremely strong.
Nurses, whispers, bbq, infectious (blight or nurse) is very basic and strong as welll
I main Trapper...
Other than him, I like Spirit,Artist and may be Pinhead, Shape.
I dont mind losing. But recently playing Trapper is so depressed
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Image is updated
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@danielmaster87 said:
https://forum.deadbydaylight.com/en/discussion/comment/2680716#Comment_2680716
You're missing the point. It's not about the durability of medkits. It's practically a meme to try and put loads of charges on a medkit through add-ons and perks. It's the speed in which heals take place without a teammate needing to get off a gen. You just need 1 or 2 heals in a medkit for a match and you're good, because by that time the gens are most likely all done.
Yes, I mentioned medkit (items in general) should be nerfed. So you dont lose the game just because survivors spent more BP than you.
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After 14 matches, finally 2 survivors understood I wanted to play the Squid
https://www.youtube.com/watch?v=V7LwH8s29W4I decided to pick the gameplay in Hawking & burnt all the offering map for this vid. Which you will never able to do this by anymean now.
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Or general crow noise makes Killer think a crow nearby is disturbed and searching for survivors.
Or map doesnt have grass for Trapper to even use power.
You lose by being out-map designed.
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Recently I give up End game build. Since I realized without any chase in mid game. Survivor still have alot of resources to deal with my End game build.
I replace 2 perks with Deadlock, Play thing. Game suddenly goes far slower. No more 2 Gen popup at the same time in back ground.
It doesnt matter how powerful I am (with End game build), the more important thing is how much resources survivors have left, longer the game, lesser the resources.
Slowdown stands superior.
Im gonna replace Noed, STBFL with Corrupt and Artist's Hex to pair with Deadlock and Play thing.
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I M1 Yui with Noed, brought her to a hook, other escaped because the fear of Blood warden. But then I dropped her before the hook and watcher her crawling in circle for a min while I nodding.
Then I just watched her crawling to exist 20m away and escape.
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Its sad how the game designed to tunnel.
- You want to keep chasing injured one down, because if you leave him, his Exhaustion will recover.
- You cant make spread out damage because if the one you're chasing success hiding somewhere, he can instantly healed up with Boon.
- You have to tunnel off hook to remove DS, so DS end game will not happen to you. I played fair as Trapper and able to do 5 hooks before 5 Gens done, constantly down with Noed, but then I ate 3 DS and all escape.
- And mostly, MMR either makes every survivors a weak link which you can freely tunnel with fear of BT,DS,DH because none of them have. Or makes every survivors good in chase, with (1) & (2) you should not break chase by any mean.
Im up for DS basekit, but should disable when the last Gen done.
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@RaSavage42 said:
It's because BHVR wants "new" players to play their game and (Bad Word) on "hard" Killers
It was why Ruin got nerfed... Not because it was used in __% of matches
It was why Hillbilly got his nerf.... Not because he was played in __% of matches
It's why the Nurse's bugs are still present... Not because she "4k'd" in __% of matches
It's also why certain Perks were changed -Small Game- -Saboteur- -DS- (need I say anymore)
It's also why SWF is in the game
MMR makes newbie survivor games even harder than high mmr Killer.
I played over 20 matches as Spirit without using power and still 4k. Everyone had 3 yellow/green perk at best.
They have no one to carry them. Everyone is a weak link. The game is balanced only at middle MMR.
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@burt0r said:
https://forum.deadbydaylight.com/en/discussion/comment/2680070#Comment_2680070
May I ask at which time of day did you play those games? Prime time (eg. After 8pm for EU)?
Just as a guess if MMR was stepping up so much or just simply off tue to queue times.
I suspect behaviour changed the matchmaking algorithm overall but kept the "shutting MMR off at high queue times".
I played through the day in weekend. I had 3-4k for 20 matches despite I held alot not to kill them too fast. Got into 4 DH vs every survivors decent in chase made a huge difference. Then after that I went back to the newbie teams again because of 0k
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@ElmosPayPig said:
https://forum.deadbydaylight.com/en/discussion/comment/2680500#Comment_2680500
Brown medkit is still a very strong item. Idk how you can say a quick 16s heal that you can do solo at anytime is not strong.
I know its strong, but its still limited to 1 use. The problem is its possible to have 4 Ranger medkit and double charge addon which can increased to 12-14 heals.
Items overall should be reworked to be a slightly stronger perk slot that limited use, as I suggested: 24sec to heal, one use, 0 BP. And limited to only 1 version for every item. And then, every survivors may bring a medkit. But the best they can bring is 2 heals with 16sec heal (2 best addon).
How items work currently is broken. If 4 survivors invest 80k BP into a match, you lose by the investment, not even about map RNG.
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All item should be decreased to a single version of them: Brown
And they should work just slightly better than a perk. Example a Brown medkit without addon takes 24sec to heal.
In return, all items are free. Only addon would cost (such as a Brown addon increase healing speed to 16sec heal)
In the end, brown medkit isnt a big deal, its when you pair a Ranger with double charge addon on top of Build to last. Build to last alone isnt strong.
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@Adjatha said:
The killer is just going to go after the weakest link on the survivor team. Just hide and let somebody else draw killer aggro.
Either all are weak link or no weak link. None in between.
If you hide for 10sec, its enough for another guy going down.
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@Shroompy said:
oh just you wait my boy, its not all sunshine and rainbows
You dont have to wait as survivor. The longer you play, the better. But opposite to Killer. The better you are, the better teammate, the better outcome.
The most stressful part of survivors side is low MMR where no one has combination of BT, DH,DS. Which easily to tunneled off in 2min.
Once he pass low MMR, every game is a good game
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These 2 post charts were 2 matches next to each other.
From a team that didnt know where to ran, how to loop. MMR up and suddenly everyone knew how to loops with DH.
Both matches, I play Spirit without using power, only 110% chase, no tunnel, no camp, no kill secure.
The left match, I gave everyone 4 hooks stages (I would slug anyone on death hook for the 4th chance) and still 4k (16 hooks total). The right match, 6 hooks. Of course I could 4k the right team if I use power, better perks, tunnel/camp.
But this is just an example that shows the gap between 2 teams once your MMR makes 1 step up is huge. It can go between boring to stressful match in a note.
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@anarchy753 said:
Turn it into a scourge hook and remove the obsession requirement.
Also change it from "Active for 45 seconds after the person is hooked, unblocks at the end of that time" to "Blocked for 30-45 seconds once triggered." Not sure where the value should lie to be balanced, but in the current state if you triggered the perk 44 seconds after the obsession was hooked, the gen only blocks for 1 second and that's just stupid. It should be a set block duration.
That can be powerful when paired with Artist's hook perk. Kind of always force a 45sec all Gen block for every hook happens.
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They should give him a passive slow down. Hes strong 1v1 but still Gen-rushable.
Nerf his 1v1, hes nothing but Pinhead without the Box
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I am that one guy never dodge a match even if its clearly a swf team.
Such as this match.
It doesnt matter if I lose, however.
People that form swf to bully others, it not ok. This Spirit match was before the Killer lock, I was playing Trapper and changed to Spirit with all dirty thing possible to put in just in case they were toxic.
Im sure most people doesnt mind about swf. Its the Toxic + swf.
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@FreshCoal said:
https://forum.deadbydaylight.com/en/discussion/comment/2677536#Comment_2677536
Because wraith, hag and freddy could ignore it. I just want them to remove collision when a survivor has the endurance status effect.
Brilliant, or make Endurance status has weaker hitbox so you can push them away, like how Clairvoyance did to killer.
Feel like they should make a perk that Killer's able to push Survivor away, make the body block impossible.
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@Irisora said:
Im still waiting for the possibility to select my hex spawns. That's the only fix for survivors spawning near totems and hex spawns near generators which is completely dumb.
I understand why.
For 1 Killer, his objectives are 4 survivors. Its easy to make these 5 subjects spawn away from each other.
For 4 Survivors, their objectives are 5 totem & 5 Gen. Make these 14 subjects spawn away from each other is almost impossible.
But I do have an idea to fix it.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2677212#Comment_2677212
Am I being illogical? If you tried something impossible, then the fault lies with you. You set yourself up to fail.
I said nothing about M1 Killers and my that logic does not in any way follow. There is a difference between a thing you believe you're skilled enough to do but aren't and just plain impossible things due to balance. Remember - Killers are racing against the clock with 4 opponents and 16 perks to outthink them. If their kits aren't good enough and Killer perks in general aren't strong enough or they make a mistake or a map layout is bad or the survivors are an SWF on voice with coordinated obnoxious strats who call out your every move...that makes it far less likely you'll win. That's not fair or balanced; it's very unbalanced in the survivors' favor. Just an example.
If you 3k a SWF and they said you are not even good. What do you do?
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Honestly I wanted to write something but Im not a man of word. Here is a pic : D
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2677184#Comment_2677184
Hostile? It's a fact; if you tried to do something and failed, you weren't good enough. No insult is intended, that's just how it is.
You just come assuming he did something, saying thats a fact, and tell him to leave game.
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@FrndlyChnswSalzmn said:
https://forum.deadbydaylight.com/en/discussion/comment/2677062#Comment_2677062
If you loop them all game then go down at endgame, you weren't good enough and you get what they give you. Don't like it? leave game.
Why so hostile man?
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@ShadowNurseZFX said:
https://forum.deadbydaylight.com/en/discussion/comment/2676294#Comment_2676294
its a low chance but it is possible, yes.
I dont think thats how it work, to make a crow hit, swam crow & hit crow have to be in different flight order. I tried to make 3 Dire crow with length distance from each other, the first crow swam a survivor, then the other 2 Dire just flight pass them.
But her power can instantly tell info from 3 furthest Gens. Pretty much Lethal pursuit build-in.
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@Pulsar said:
We have no idea what BHVR is doing about hackers.
Except making the game free for a week on the Epic Games Store...
Is it a week free to play, or a week free to get?
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2676810#Comment_2676810
They are low skilled. You don't need voice communications in this game to do well but they obviously help of course . This coming from someone who played Solo Q for years and only played 4 man SWF recently out of boredom. Go run Kindred or Bond if you're not confident with your game and map sense plain and simple.
Box usually spawn from the furthest place from all players, assume it take just 20sec to get to the box, it would take likely 50sec for 1 player to get there, solve, go back to Gen. If a second survivor come to the box too, even if they see the first survivor coming for the box half a way (10sec traveling), the second survivor still waste 20sec.
Talk about low skill, yes its up to the looping ability. But those 20sec waste for each time a box spawn, it makes a huge difference between Solo & Swf in term of info: who gets the box.
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@Myla said:
https://forum.deadbydaylight.com/en/discussion/comment/2676556#Comment_2676556
You can only go so far with that mindset though. You seem to think Baby survivors get to high rank all time just by pumping generators and someone takes the heat. You dont. Unless you think that they won't face any competent killers that knows when to drop a chase and then go for weaker links instead.
Didnt people say number of kill doesnt mean Killer is skilled, nor survivor with escape rate? I noticed when playing both side that as Killer, I can get unbeatable team, or a team that I can easily win with M1; and as Survivor, the more time I die, the more chance I die because teammates started to become dont know what they're doing.
Perhaps survivors' escape rate defines how skill they are.
But today, I really think MMR isnt ideal for Killer side, both low & high MMR. I didnt have a normal match as Killer for a while now.
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@Myla said:
I mean isn't that obvious hence people hating the fact that the game is constantly balanced around low skilled survivors? Pinhead got screwed the most with him "Overperforming". *Edit* Now I'm kind of pissed off remembering the butchering Wraith got
Its still feel weird to me. If players gain mmr just by escaping, it should be there are many survivors who doesnt know what to do get mmr up. Example I can escape by just doing Gen and someone else loops Killer for 10mins long, means I have mmr up, but Im likely to die in later match. How can I play Trapper (lets say my Trapper is high mmr) and everyone is great?
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I feel like Exhaustion perk should be buffed like 5sec speed boost
In return you cannonly use them again once hooked.
Exhaustion is powerful because they have unlimited use if you dont tunnel them out.
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Devs need to get a bit of creative here. For me flash light should just make pickup save and thats it
And then make basement chest spawn a unit item that according to killer, which is counter Killer's power. Limited number of use depends on the power.
Of course Killer should get a buff in some way
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Its scary that it sounds legit for a boon perk...
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Next chapter
Boon: prove thyself to Entity. Any Gen within 28m radius from Boon gets repaired 50% faster.
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@IlliterateGenocide said:
https://forum.deadbydaylight.com/en/discussion/comment/2674200#Comment_2674200
i just wish if a hook spawned here there was an extra flight of stair where the breakable wall was in the second photo.
Its no need, they just have to put a hook in the middle of building ground floor if basement doesnt spawn there. Or giving a dedicate spot for a hook on the ground floor
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I like how Thompson's house upper floor hook was removed and put 1 or 2 hooks right outside the house because of camping potential. And this hook exist.
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Everyone complains about the map too big and cant use power effectively if its not Mobility killer.
I use Trapper and dont even have power in that map.
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@Tsulan said:
I find it fascinating that instead of making a killer, whos only power is to stand around while being afk, more enjoyable for both sides (key word: coop killer). They just nerf them into oblivion, probably hoping that people forget they exist.
I really think that when player controls Victor, Char should auto follow Victor (the player) at 60% speed and then follow-attack survivors in 28m radius from Victor if they're in LoS.
When player controls Char when Victor is being free, he will homing to the closest survivor and show Killer instinct in 4-6m radius but not attack.
That would put alot pressure without being OP. Could be fun for both side.
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@Sakurra said:
Eh. I have played trapper so I can do my challenge and I got 2-3 frustrated players in my lobby. Begging and desperate for attention. It used to be annoying before, but now is...I don't know. Pathetic?
Because after setting 5-6 traps and 3-4 Gen done. And suddenly noise noti spam asking for attention.
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@nostrada96ass said:
https://forum.deadbydaylight.com/en/discussion/comment/2670702#Comment_2670702
i think boon is biased but meta never changed because of it
it forcing tryhard? yes but not changed define of tryharding, it has no effect on camp and tunnel
You can have 1 guy replace Borrowed time with Coh. Thats it
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@StarLost said:
https://forum.deadbydaylight.com/en/discussion/297554/so-i-think-i-m-done-with-killer
I...feel you.
Even games where you lose as survivor are substantially more relaxing than playing killer is a lot of the time. Boons...boons were a mistake.
BHVR have got a job of work ahead of them, because survivor queues just seem to get longer and longer.
I hoped they will give Killer options to destroy Boon totem so they cant re-bless (in return of reveal himself doesnt have Noed) would be a fair choice. Since Survivor can either destroy or Bless.
But not, they introduce Artist Hex that able to re-build totem, which mean Killer will not able to destroy totem by any mean because they would make Artist Hex works for themselves.
Killer cant pick totem for Hex, Survivor can pick totem for Boon. Hex can be gone, Boon is unlimited. Killer can not break totem to prevent Boon, survivors can break totem to prevent Plaything & Noed.
Totem game is fully controlled by survivors.
The Boon designing convinced me the game is far survivors sided.
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@BaldursGate2 said:
https://forum.deadbydaylight.com/en/discussion/comment/2670378#Comment_2670378
######### happens. They allready changed his addons and won't in the near future. Play with the good ones or lose the game. Your problem.
I dont need they change addon, I need them to bring back the spots that able to hide traps under. His addon are already good.
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@BaldursGate2 said:
Play with iri stone and purple bag
Corrupt + Undying + Ruin + BBQ or something else
I rarely lose any game with that build. Lery's is impossible, does not matter which build you use.
I should not use Red addon just to deal with trap being too easy to see and disarmed. even with Tar bottle inside grass within the shading zone. Its just the same as I had to use Bag addon for convenience.
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@Zozzy said:
Boons were the tipping point. People saying "Apply pressure" is an actual legitimate meme now.
Yes, I have no problems with MMR. HD & Pallet validation are super annoying, but I can play through it.
Coh is what break me to play Killer.
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@Tsulan said:
Trapper is the posterboy for the general balance situation of DbD.
Trapper alone is fine. Its his traps too easy to be detected and disarm. Maps getting brighter and less grass, with less steps that used to completely hide traps under them.
@DBD78 said:
Yeah we need more grass and stuff. Trapper got buffed but is still the worst killer in the game.
Protect the green.
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@ObscurityDragon said:
https://forum.deadbydaylight.com/en/discussion/comment/2668374#Comment_2668374
Have you tried like, seeting up à 3 gen, placing traps in unknown/unoredictable places, use corrupt and deadlock and use the faster set up add ons?
The Gen speed is actually my 2nd thing to worry about, which is why I never use slowdown but End game build to punish Gen rush
What I worry the most is how can they know all my trap placements no matter what. And the spots that hide traps in general are removed from patch to patch, I dont really have unpredictable places to trap beside grass, which getting less and less in new map rework.
The most funny thing is they finally decided to dark the trap by default, only to make maps brighter.
@Labrac said:
Trapper has been obsolete for quite some time now. I don't even think he would be OP if he started with all his traps on him (like with Trapper Sack, but without the downside). There's just no time in the current meta to spend time picking up traps.
Start with all traps isnt what Im looking for to buff him. It would be so easy to 3 Gens, and pretty much force Trapper to play 3 Gens all the time.
What I want is they need to make traps somehow harder to see. For recently traps are totally useless. Just play M1 as Trapper may be more effective because I dont have to waste alot of time setting traps around.
@GenJockeyNance said:
I'm probably not in high MMR with Trapper yet but I have been securing 3-4ks with him unlike my other killers and I am in the territory of DH, UB, DS, etc all the juicy stuff. You know the survivors very confident in themselves to teabag, want to juice you for ages and put it on Tik Tok.
The new map is terrible for him yes but I got 3k (would've been a 4k but I usually let one go via hatch unless I just want them dead) but I trapped up the main building knowing survivors love to try and abuse main buildings and the outer loops looked weaker so I trapped main building to force survivors to either step in the trap or try some fancy trick to get by me, chased outside but relied heavily on solid mindgames. Forget about trapping the outside, survivors will see the traps, no doubt about it, there's 0 chance of the traps not being seen unless you trap it in advance and push the survivor a certain way where they'll vault into it but unlikely and yeah he's basically useless in that map unless you create a massive dead zone with your 3-4 gen.
Outside the new map... I don't trap directly in front of pallets, I trap the heavy looping traffic. Survivors like to run it tight so my traps go there. I never put my traps in obvious places because that's the first place you'd go to inspect for traps. T and L walls, never at the window, always on a corner.
I use the addons Bloody Coil, Wax Brick, and honing stone. But also not all those addons together obviously. I do wax brick + honing stone or Bloody Coil + Secondary Coil but I do also love my Trapper Bag addon ngl. An extra trap does nice but I can do damage just fine with 2.
Trapper so far other than Nurse are the only two killers I'm regularly getting salt with. I trapped house of pain in Badham and 2 survivors rage quitted. I also tend to take note of my victims and their patterns. If there's a specific pathing they like to take, I trap it when they arent paying attention to me. One of my favorite maps to trap is Thompson House. The many Balanced Landing users I've caught in there... LOL.
Trapper's hard as the ranks climb up (yes I know grade does not equal MMR I'm referring to the royal ranks) but I dunno, I enjoy him a lot. It's quite humorous to me watching the Nea or Jane teabag me to Tennessee and back then take two steps forward to juice me only to hear a satisfying snap and scream. Even better when I hear two or more survivors simultaneously step in my traps and with honing stone, I dont gotta worry about them scurrying off while I'm occupied hooking one.
There are some matches you're just gonna lose no matter how well you're doing, it's the unbalance of the game for ya. If you're not enjoying Trapper, find another killer to play who you do enjoy even if you get wrecked that game. ❤️
I start playing this game since Feb 2019, 45% Killer & 55% Survivors. And I play 90% Trapper when I play Killer. I know every little spots that able to traps. Thats why I can make a list of map changes that affected on trap placements (those have no affect only other Killer, but only Trapper)
My style playing Trapper never change. Gen flies, no complain. The biggest problems that I spend all that Gens for fully traps setup, only to be disarmed in distance, all of them.
The reward is 0 for the cost of 4 Gen.
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@pseudechis said:
Sadly trapper A game now with the pretty much auto heal boons, uber burst perk, and very few good hidden traps anymnore, is to set up around basement.
Get one survivor in basement, trap the crap outa basement let them come to you.
1 of 2 things happen
Other survivors smash out gens and leave, 1 k game so no real change from most other games
or
Other survivors try really hard to save and either succeed or fail hard.
This is not as bad as it sounds as playing around the basment for the save makes for a lot of high intenisty interaction that is actually kinda fun.
I never want to tunnel or camp (unless its end game, which happens alot since 4 Gen can be done by the time I finish setting up).
I prefer a 9 hooks 1K game over 2 hooks 2K.
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@throwaway79465468797 said:
I never go for early trap game...then again I'm probably not in high MMR games for him yet. I do hard trap pallets whether they are dropped or not... this usually forces a survivor to disarm them at some point if they want to use the pallet safely.
I dont even break the pallets most of the time. Survivor waiting or pre-drops a pallet? That's a trap setup for me. No more loop for them. I'll sometimes fake going for the pallet and set up a trap right in front of it so they have less time to think about where to go next.
Another trick that might work is trapping both long and short side of loops so survivors spend more time disarming both of them for those sweet survivor points... from there it's a matter of luck. Like trapping corners and stairs where you think survivors will spend more of their time looking behind them.
Traps suppose to catch survivor mid chase, or injure them from far distance. Not spending 30sec to walk, pickup, walk back, setup; and exchange it with 3sec disarm from one survivor.
I never want to use traps just to let survivor disarm them so it can buy you time, because it doesnt, you lose more time than you should. I want to use traps that able to catch them mid chase.



