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Fibijean

Fibijean

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Fibijean
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  • I believe it's still an idea they're looking into, but there's no guarantee it's going to be implemented alongside the MMR system. According to the original post they made detailing the changes, they plan to expand the system in the future to include things like unique ranks for each killer, which implies that it won't be a feature initially. We haven't received any further information about it since then, so it's safe to assume it's still part of the plan, we just don't know exactly when it will come to fruition.

  • As mentioned, posting about your issue in the Technical Issues subforum is the way to go. Before you do that, though, you can try working your way through this Master Fixes post and see if any of the solutions listed therein resolve your issue: https://forum.deadbydaylight.com/en/discussion/153/master-fixes-and-general-guidelines

  • @Clevite said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153764#Comment_1153764

    Yeah remember when everyone said the spirit was trash?

    Maybe we should wait just a little bit

    Agreed.

  • I think there are probably a lot more than most people think. It's just that the general assumption tends to be that someone you meet in an online game is male until proven otherwise. Unless they have a very obvious username like xXGamer_Girl<3Xx... in which case it's still entirely possible that they're a guy pretending very hard not to be.

  • So the survivors got almost all of their objective completed and you got a 2K? Sounds like matchmaking is doing its job for once.

  • It isn't bannable, but it isn't to be encouraged either.

    As for your second question, there's no direct way to get matches faster, however there are a couple of things that can help. Usually, queues are longer for one role or the other, so if you don't mind which one you play, and you're finding yourself in the queue for a long time, try switching to the other role and see if you get matches faster. The other thing you can do for faster queues is play at times when there are more people online in your region. Generally, peak times are between 6-11pm in most areas, but you can also get reasonable times during the day if it's a weekend.

  • @Reborn2020 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1155495#Comment_1155495

    It is useless. Why would i need to know if someone trying to sabotage hooks? Im only glad if survivors wasting time doing that hit. Why would i need to see survivors aura within 6 meters of any hook when i can just use Infectious fright?

    Just remove that perk as it bear no use at all.

    If you don't want to use it, you don't need to. If you think it's useless, don't have it as part of your build. That's fine. The whole point of niche perks is they're not for everyone, most people are going to think they're not worth running and ignore them. But your experience and tastes are not everyone's experience and tastes, and you shouldn't advocate for the removal of a feature from the game just because you don't find it personally valuable. It doesn't need to have value in your eyes to have value at all.

  • Unfortunately, it's impossible for any of us to judge without seeing what you posted, and I'm quite certain that if the Discord mods thought it was worth a ban it wouldn't be allowed on here either. Furthermore, it's against the forum rules to discuss bans, which, although I don't know this for sure, I'm guessing includes bans from any of DBD's official platforms, so even if we did have the necessary context we wouldn't be permitted to discuss it here.

    The best I can do for you is advise you to talk to one of the Community Coordinators about your problem, who I believe have at least some degree of authority in all DBD's official communication platforms. The best way to contact them is via Discord, and you can find links to both of their Discord profiles in this post here: https://forum.deadbydaylight.com/en/discussion/87167/community-team-contact-info

  • The moderators may not be able to do anything. The best people to contact are the Support team - make sure you submit your ticket in the correct category, or it will be closed automatically. In your case, the correct category would be "Where are my Auric Cells?"

    Here is a direct link to submit that ticket: https://support.deadbydaylight.com/hc/en-us/requests/new?ticket_form_id=360000452752

  • You may need to be a bit more specific. Which changes are we discussing?

  • This has already been reported. I would encourage you to go to the existing thread and upvote it so the devs have a better idea of how many people are experiencing the issue: https://forum.deadbydaylight.com/en/discussion/136132/dead-dawg-saloon-achievement-bugged

    In future, it's a good idea when reporting bugs to first search the Bug Reports section for any existing threads on the same topic, and upvote those instead of making your own. This not only saves you time, but also makes it easier for the devs to track and fix the bugs if all the relevant information is in one place.

  • I do agree with you that having different ranks for different killers makes sense to some extent, but in the absence of that as a feature, I think it's largely a matter of attitude. If you're someone who cares a lot about ranking up, learning new killers probably will be difficult for you.

    I personally prefer to be as low-ranked as possible as killer, because it makes it easy to complete things like challenges and Adept achievements, survivors tend to be less mean, and I have the freedom to do what I want in the game, help the survivors learn, make sure they have a fun time, and generally feel like the one in control. The reason I mention this is because the fact that I don't mind depipping, and in fact sometimes find it a relief with the matchmaking as it currently is, means that I have a much easier time losing as killer.

    When I'm trying to learn a new killer, I go into the match expecting to lose. I tell myself that the only reason I'm playing the match is to improve my skills. I'm not trying to win with Huntress, I'm just playing for target practice. I'm not trying to win with Nurse, I'm just focusing on learning how to manage my blinks. Obviously I still play as if I were trying to win, but it's never my expectation.

    Basically, while I do agree that what you're describing is far from ideal, I would encourage you to practice new killers with the expectation of learning, not winning, and you may find you have a much more enjoyable time overall.

  • I haven't completed it yet, but somewhere between 55 and 65 was my estimate as to how far the challenges would take me. I agree with you, players should be able to reach the final tier by completing all the challenges. Even if that means there are more challenges and the Tome is harder/grindier to complete overall, it's a lot more fun to grind towards a challenge goal in my opinion than it is to just grind XP on its own.

  • @Clarence_Brown24 said:

    I like all of the character but I just want a black girl with a curvy body most black girls have nice curvy body's I don't like the fact that Claudette is unattractive and all the other race girls look beautiful I don't like they fact how y'all stereotype these characters for example Claudette is the nerdy type girl who doesn't speak to anyone she doesn't have that many friends she has dreads instead of a kinky curly afro with curvy hips she has a stick body and most black girls don't look nothing like that it's like yall take all yall precious time on the other girls but just throw Claudette on anything and don't give her no type of style

    The characters aren't designed primarily to be attractive to players. Having said that, there are plenty of people who think Claudette is gorgeous, and there are also plenty of black girls in real life with her body type. Also, being quiet and nerdy is not a stereotype in itself, it's just part of her personality (which many people can relate to), and it certainly hasn't got anything to do with race because if anything, those traits are stereotypically attached to east asian characters, not black ones.

    I'm sorry, but it sounds like your issue isn't with stereotyping but with the fact that you just don't personally find Claudette 'sexy'.

  • @DevinitelyAMoron said:

    Tbf, this question wasn't only about me hating to play against Deathslinger, it was also because he causes extreme lag for some reason, and I am not sure why.

    That's odd, I would report that as a bug if I were you. You can do so in the Bug Reporting subforum here: https://forum.deadbydaylight.com/en/categories/bugs

    Be sure to include any relevant details, like your platform and maybe hardware specs if you're on PC.

  • If it were just about me? Sure. But knowing what it would do to the game, the queue times and the experience of the killers I'm rejecting? Definitely not.

  • I don't think incentivising more people to come to the forums via a rewards system is a good idea, because it almost guarantees they'll be here for the wrong reasons. What we want to encourage isn't necessarily more users, but more constructive discussion. Don't get me wrong, new people on the forums is great, but only if they're here because they want to have friendly and interesting discussions or ask questions about the game. We don't want people here who couldn't care less about the forum part and only want rewards.

    Plus, it would likely foster even more resentment towards the moderators from banned users than there already is, because they're not only losing access to the forum but to an in-game advantage, and the use of alt accounts (which are forbidden on the forums) would probably skyrocket.

  • I think the best way to stop people killing themselves on hook is to just remove the struggle mechanic (which almost everyone hates anyway, so it's a win-win) and just make it automated. That way, it's not abusable, but new players can't be punished for being bad.

  • That's true, I hadn't thought of that. It does make a lot of sense from a thematic standpoint.

  • I don't understand why you're complaining about survivors being too powerful when they're a one-hit down. There's no difference between a survivor with Iron Will active and a survivor who's exposed. Both are in your favour, it's just not as much in your favour as you want it to be.

    If they want to stealth, let them stealth. A good killer will track them down regardless.

  • Pretty much. I expect the change was made because as part of limiting toolbox's effectiveness, they decided they didn't want to give players the ability to make them more efficient anymore, so they had to come up with a new effect for that add-on and this is what they landed on.

  • @ad19970 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153464#Comment_1153464

    Which just makes it another useless perk nobody will use. We've got enough of those. Only being good for that one specific aspect is not enough. It should have had it's range decreased to 12 meters, than it would still have been a decent tracking perk.

    Just because it's niche doesn't mean it's useless. Not every perk needs to be meta or widely used.

  • @Raccoon said:

    What's a win for killer?

    Kills? Even if they facecamp 4 people?

    Is a win for survivors just escaping through the hatch even if they do nothing?

    Controversial topic, I know, but I would say yes to both of those. If a killer manages to 4K by facecamping, that's an achievement in itself, and at the very least indicates that they're better than the survivors they're playing against, which is what any ranking system is designed to measure. And escaping through the hatch without doing anything is actually more difficult to reliably pull off than it sounds, so if a survivor can manage to do that consistently enough to rank up on account of it, then again, hats off to them.

    Things like being good in chases, repairing generators, rescuing teammates, hitting, hooking, etc. are only important insofar as they service the completion of the ultimate objective (kills/escapes). They are the means to an end. They represent skill at the game because they improve the player's chances of achieving their objective. So it makes sense that the ability to achieve that objective, not on a match-by-match basis but as an overall "winrate", would be the best measure of a player's ultimate skill level.

  • It's not just as killer, a lot of people are reportedly not getting disconnection penalties anymore. There's a thread in the Bug Reports section about it, I'd encourage you to go there and upvote it so the devs have a better idea of how many people are experiencing the same issue.

    Here's a link to the thread: https://forum.deadbydaylight.com/en/discussion/136734/dc-penalty-not-applied

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154203#Comment_1154203

    I know, 16m was too much. On PTB it almost always gave you full information, because hooks are mostly not at 32m distance to each other and there is always a hook 16m near to a gen. But the reduction is too hard I think. I would make it 6/7/8 m because 2m on tier 1? That doesn't even give you a heads up, I would even say in most situations on outside maps you see the survivor before the perk sees him

    Possibly. I find it a bit hard to visualise in my head exactly what 2/4/6 metres looks like, so I would probably have to play a few games with the perk myself to really be able to judge it fairly.

    And yeah, I agree with what you're saying that it should be good at what it does considering it's such a niche use, but I think we're generally in agreement that at the same time, it shouldn't give a whole bunch of extra information that it wasn't designed to reveal. The difficulty is in finding that balance.

  • @TheLastGreatStar said:

    @Fibijean Thanks a lot for these! I'll play around with some of them in Photoshop and get them sent over to my artist. I think he should be able to work with them. ๐Ÿ˜Š

    No worries, glad they were helpful ๐Ÿ˜Š Make sure you show us the photos when they're done!

  • @Mikeasaurus said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154424#Comment_1154424

    That's understandable. I'm god awful in a chase. I panic run more than actually find a good loop. But for me, I enjoy the thrill of trying to outrun a killer, or mindgame them. Thanks for that input. I hadn't really thought of a sort of stealth player.

    That's fair enough. Everyone has different styles they find fulfilling, or different roles they like to play. Some people like to be in the thick of the fight, and others prefer to work steadily towards victory in the background. And some people don't have a preference one way or the other, and get most of their enjoyment out of experimenting with interesting builds. That's one of the things I really like about DBD, there are a lot of different ways to play it so everyone can choose the playstyle that suits them best.

  • @Tactless_Ninja said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154381#Comment_1154381

    Sometimes I see the killer barreling toward me then do something similar. It does work on occasion. Their focus was elsewhere or their FoV didn't reach. Lag can also alter when and how they saw you.

    Oh yeah, I've had it work when I'm playing survivor as well. I understand why people do it, it's just funny when I do see them because it's like "yeah okay, nice try". It feels like playing hide-and-seek with a child who covers their eyes in the belief that if they can't see you, you can't see them.

  • I have fun doing that, honestly. I'm not great at chases - I'm good enough at looping that I can trick a killer who isn't into thinking they've got no chance, but against an actual good killer I'm down in 20 seconds - and I don't enjoy them a whole lot because if the killer is better than me, I get downed and hooked and that's not much fun, and if I'm better than the killer I feel bad because it feels like I'm bullying them, and that's not much fun either.

    I enjoy the thrill of managing to barely evade the killer through stealth much more than I do the thrill of being chased by them. The former feels exciting and like I outplayed my opponent; the latter, as explained above, feels either boring or mean, depending on the outcome. And I actually enjoy doing generators as well, because it makes me feel like I'm pulling my weight and accomplishing something instead of just wasting time so that other people can finish the objective for me, and I can entertain myself while holding M1 by looking out for the killer, keeping tabs on what my teammates are up to, and planning my next move.

    Essentially, being stealthy and completing objectives ultimately just feels much more satisfying to me.

  • It's almost completely random - the only exceptions are that perks needed for challenges in the current Tome are guaranteed to appear in the Shrine at some point while the Rift is open, and no perk is supposed to appear in the Shrine two weeks in a row.

    None of those apply to BBQ, so as far as this particular case is concerned, unfortunately it's totally up to RNG.

  • @Dwight_Fairfield said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154307#Comment_1154307

    Thank you. I've just been reading the responses. It seems inconsistent so I am guessing its glitched. People have both grabbed and hit survivors off a totem and gotten no progress towards it.

    Yeah, a lot of the new achievements seem to be glitched in some way. Hopefully they'll hotfix them in the near future.

  • I always find it rather perplexing when survivors crouch down next to a wall or a rock right in front of me. You're not that invisible, mate.

  • @ImLeslieKetamine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154312#Comment_1154312

    Right! I really like the idea of being able to buy new moris (especially for the more basic moris).

    Also something that interested me was seeing that for the lore, licensed characters were options so I wonder how or if they would be able to do anything with them if one of them won.

    I would LOVE a rift centered around Ghostface!

    That was interesting to me as well, especially since they've confirmed before that they aren't planning to do Tomes based on licensed characters. I'm not sure if that was an oversight in the survey or if they changed their minds, but I guess time will tell!

  • @ImLeslieKetamine said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154299#Comment_1154299

    Oh yes, I know! My friend was talking about it and I wanted to go and give the devs my opinion on who I think is interesting. I worded this badly, my mistake. :P

    No worries, just wanted to make sure you knew so you didn't get disappointed ๐Ÿ˜Š But yeah, by all means do the survey! I found it a lot of fun personally, it's full of cool ideas that have me really excited for what they might add in future Rifts/Tomes.

  • We don't know the exact specifics, but apparently some people have been able to get progress on the achievement by hitting the survivor (although others have reported it as being rather buggy and inconsistent).

    Here's another ongoing thread addressing pretty much the same topic: https://forum.deadbydaylight.com/en/discussion/136173/so-about-quick-draw-achievement

  • Just to be clear, the question in that survey about which characters you're interested in seeing lore for is not a vote for who will be in the next Rift. It's just to give the devs a better idea of whose lore the community are particularly interested in, with the implication being that the most popular characters are likely to get their own Tome sooner.

  • Well, anyone with unique chase music (Doctor, Deathslinger, Demogorgon, Oni) you can identify as soon as you're in their terror radius. So if you hear a terror radius with normal music, you can immediately rule out those four, and probably all or at least most of the stealth killers as well.

    Some killers spawn objects in the environment that you can identify them by (Pig's boxes, Plague's fountains, Trapper's traps, Freddy's alarm clocks).

    Hillbilly (chainsaw), Demogorgon (portals) and Nurse (blinking) typically make unique sounds towards the start of the match - Hillbilly is slightly harder to identify as distinct from Bubba, but still very much possible.

    Many killers you can identify by sounds that are usually heard when they first enter a chase, especially if they're nearby (Wraith's bell/uncloaking sound, Huntress' hatchet wind-up, Spirit's phasing, Michael's tier II jingle, Clown's bottles or Doctor's Shock Therapy causing other survivors to scream).

    Freddy, Legion and Plague (Freddy in particular, since he's identifiable from the very start of the match) can be identified by watching the survivors' status icons.

    If you get a minute or so in and don't hear a terror radius, it's probably a stealth killer.

    Those are the techniques I normally use to narrow down who the killer is. Pretty much the only killers that are just about impossible to identify before seeing them are Hag and Ghostface. If you have any questions about any of them, feel free to ask ๐Ÿ˜Š

  • @Tactless_Ninja said:

    It not only didn't give me the trophy, but it started mashing all the results screens together.

    When it rains....

    I had to abandon Bill to get this trophy. His sacrifice was for nothing.

    R.I.P. Bill. He will be missed. His sacrifice may have been vain, but it will not be forgotten.

  • @PrettyFaceKate said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154053#Comment_1154053

    https://forum.deadbydaylight.com/en/discussion/comment/1154064#Comment_1154064

    I got some progress by simply m1'ing a survivor who was cleansing a totem. So, a grab isn't a must, but I can't tell if it would count either, or how the achievement interacts with other killers' powers. All I can tell is that it looks like the killer must interrupt the cleansing, not the survivor, and that m1 hits counted toward the achievement for me.

    https://forum.deadbydaylight.com/en/discussion/comment/1154166#Comment_1154166

    They might have let go before the hit registered. It's not always possible to tell the difference visually, due to dedicated servers.

    That's good to know, thanks for sharing ๐Ÿ˜Š

  • @memiieko said:

    https://forum.deadbydaylight.com/en/discussion/comment/1154188#Comment_1154188

    Yeah, I do realize that they're humans. It could be overwhelming but I guess you're right, if it were me I'd always leave at least one comment but I could see the resentment that might build up since you only have enough time to comment or respond just once

    Oh yeah, I can absolutely understand why people find it frustrating. From an individual perspective, it can easily feel like they're not listening or only giving cop-out answers, and no one likes feeling ignored or kept in the dark. It's easy to forget that the devs have a lot of work to do outside of the forums and so limited time to spend here, and they do say and do a lot more on here than any one of us sees.

  • The ranking system hasn't been changed since 2018, the matchmaking is just bugged at the moment. There is a new system coming, but it hasn't been implemented yet. Also, just to be clear, score (bloodpoints) doesn't have anything to do with either ranking or matchmaking.

  • If we can have a zombie cowboy, nothing is off the table honestly.

  • Thanks for this Paulie, really sweet of you! I've already got myself a copy of the DLC, but I'm hoping to give the code to my brother if I win (assuming that's allowed?)

  • @Deadeye said:

    https://forum.deadbydaylight.com/en/discussion/comment/1153464#Comment_1153464

    6m means 1.5 seconds until the survivor reaches the hook, after you see the aura. Adding 2.5 secinds with the perk or less if you have a sabo toolbox. Making it around 4 seconds you have to reach the hook or the hook is gone. If you already walked for some seconds before the survivor rushes to the hook, that can be too late already to find another hook.

    I think they should have just limited the range of the perk, based on your position or the pickup position, like Sabotage has it now, so you don't see everyone mapwide, but just in close range. Or like "next to the 3 closest hooks"

    Which is plenty of time to decide what you want to do and react. If you pick up a survivor and see another hanging around a nearby hook, you can drop the survivor and chase the would-be saboteur down, or just go to a different hook. The aura reading is meant to give you a heads up on the survivors' plans, not negate them entirely.

    What you proposed isn't a bad alternative, but I still think 16 metres is too much even in that case, because it gives you way too much information on nearby survivors. At that point, it's almost like a reverse (and better, if we leave out the BP gain) BBQ.

  • Well, I'm not a dev, but if I were, there are a couple of reasons I can think of why I might not respond to lengthy, controversial posts.

    Firstly, I like to be informed before I comment on a thread, meaning that I typically read every previous comment before I enter the discussion myself. If I were a developer with a lot of other duties and not a huge amount of free time to browse the forums, I might not have time to do that.

    Secondly, I've noticed that when devs do comment on controversial threads, they tend to get immediately flooded by rebuttals, additional questions and random off-topic remarks. If they don't respond to these, people go ahead and say things like "the devs won't acknowledge legitimate criticisms" or "they just ignore people who don't agree with them". And if they do respond, they get hit with another dozen responses that people expect them to reply to. Most of the time, it's never-ending and they just can't win and probably don't have time to engage in lengthy debates, so maybe they figure sometimes it's best to end the cycle before it begins and not engage in the first place.

    Thirdly, they have to be very careful what they say. There are some things they just can't comment on for confidentiality reasons, for example if someone expresses frustration with something and the answer they'd like to give is "don't worry, we're working on this" but they can't reveal that or even hint at it because that would be a breach of contract, so they say nothing. And sometimes, they would probably like to comment on a topic, but they aren't confident that they can express their view in a way that won't be taken horribly out of context and used to attack the company later, and ultimately do more harm than good (which happens a lot in this community).

    Fourthly, they've probably answered the same questions a hundred times before. Players tend to fixate on the same issues constantly, and it can get wearisome, not to mention arguably a huge waste of time, to keep answering the same questions and concerns over and over. The devs who are active on the forums are nice people, and they like to help and answer questions where they can, but they also have limited time and they're only human. So if they've already commented on one or two or even several posts about survivor perks, or the idea that they favour one side over the other, or how tunnelling and facecamping should be bannable, or any of the other hot topics on which multiple threads are created every day, they might be disinclined to continue responding to every single one they see. Just because individual forum members haven't seen the devs' response to a particular topic, doesn't mean they haven't made one. I spend most of my waking hours browsing the forums, and even I don't see half the comments the devs make on here.

    Bear in mind that none of this is coming from a developer, this is just my personal speculation from putting myself in their shoes. I'm just trying to provide an alternate perspective to address your concerns, and suggest that all may not be as it seems.

  • Camping isn't going to be made reportable. It's a strategy, and a rather unrewarding one at that. If a killer gets a 4K by camping, that's completely the survivors' fault for feeding him.

    The good news is that camping, as I said, is very unrewarding if the survivors don't feed it, both in terms of bloodpoints and emblem points, so most campers tend to stay at low ranks. Meaning that if you can improve your skills and rank up, you will naturally find yourself facing fewer and fewer campers as time goes on.

  • The struggle mechanic needs a change for sure, but I don't think this is the way to do it. Remember that brand new players tend to struggle with skill checks, and while it's one thing to be punished for failing one with a generator blowing up in your face, it's quite another to be punished for failure by being kicked from the match entirely.

    Struggling is not supposed to be skill-based - a monkey can mash a button - it's just supposed to keep the player engaged and on the edge of their seat, but I don't know if even that's necessary. In my opinion, the solution should be something much more simple - either have the player simply hold a button down, or remove the input altogether and have it be automated like the first hook phase is.

  • @ill_Boston_lli said:

    although I don't know how to uninstall EAC as it is in the steam app

    Try this:

    You can also install the service manually. To do so navigate to the "EasyAntiCheat" folder inside of the game's installation folder and locate "EasyAntiCheat_Setup.exe". Launch it as administrator, select from the drop-down list, and choose 'Install'.
  • @Seiko300 said:

    I don't want to change the core of Trapper though, even though it sucks having to go across the map to fetch a trap at the other end, it makes him distinctive. (This could also be easily remedied by straight up not allowing traps to spawn on the very edges of the map IE Swamp maps [ugh])

    Might be an unpopular opinion, but to me it makes the traps feel more weighty, more significant and permanent than the "traps" The Hag and Freddy "carry" around. And that's because they are, they deal damage and pin a survivor in place which isn't outdated in the slightest, it provides map pressure and cuts off loops (even if a survivor knows they are there) and when it works it's really viable.

    Not to mention, if we're thinking long term keeping the Trapper as he is rather than streamlining his ability to be the exact same (which is always boring) as the other killers paves the way to create new characters like the Trapper instead of like Freddy and Hag. Killers who have belongings spread out across the map that they need to pick up along the way but to compensate have significant game changing effects.

    Is it perfect? No, but I don't think the core design needs to be changed itself, I really don't like the idea of Trapper starting out with all his traps, being the first killer to ever exist has given a lot of people in the community (including myself) a lot of time to think about how the Trapper could be better. Here are a few of my ideas:

    Trap Spawn locations

    Change trap spawns, they're useless at the edges of the map to the point where you will never realistically have enough time to pick one or two up. Leaving you at a permanent disadvantage because you don't have access to the full scale of your ability, scatter them closer around the map's center or around generators. Since your whole job as killer in the early game is to slow down and stop as much generator progress and completion, the generators are areas you will likely pass through or close by so it would be really smart to make it more likely for traps to spawn in their vicinity.

    Buffing the power itself

    To compensate for the weaknesses of the bear trap IE the amount of time it takes to find a trap, pick it up, and place it in a viable are, as well as being far too easy for Survivors to see traps and disable them outright, it should be more powerful in certain aspects. The latter would be the part of the ability I would make changes to. In comparison to Trappers trapping counterparts, Hag's traps can be disabled even more easily but they 1. require the use of a flashlight and 2. are extremely difficult to spot (slightly easier on some maps than others), and Freddy's traps can never be disabled at all, though they can be "inactive" as long as a survivor is awake.

    What I would do is make it more of a risk to disable a trap. It's always confused me why survivors are so easily able to disarm traps so precisely without any risk to themselves. I don't know about you, but I'd freak the ######### out if you told me I had to stick my hand inside a bear trap to trigger it's trigger mechanism to close it, and it's pretty likely my hand would get caught. This is exactly how Trapper's traps should act in the game, they should ALWAYS be a risk whenever they're open, a risk to step in but also a risk to disarm.

    Bloody coil integration

    Currently Trapper has a really great Ultra rare add-on which injures healthy survivors who disarm traps. What I'm saying is integrate a less powerful version of this addon into Trapper's base kit. Make it a 25% or even lower say 20, 15, or even a 10% chance for a healthy survivor to become injured whenever disarming Trapper's traps. If you're not a fan of that, you could instead make it a 33% chance for a tremendously difficult skill check to pop up, if you miss the tremendously difficult skillcheck the trap will snap shut and injure any healthy survivors.

    The Ultra rare add on would still be a good option to use, because it changes this from being RNG to a guarantee that healthy survivors will be injured if they try to disarm a trap. However, it wouldn't be as good / useful anymore (at least not as good as ultra rares should be) since it would be slightly integrated into his kit so in response to this change it would receive some minor buffs.

    Bloody Coil buffs (in response to base kit integration):

    Moderately decreases the repair speed of Survivors who have disarmed a trap for 120 seconds, disarming a trap will cause a survivor to yell and reveal their location for 3 seconds

    These are just some logical effects that I thought would make sense with the bloody coil, if you're getting injured by a trap because you stuck your hand into it, it doesn't make the most sense that you would be able to use that same hand to then perfectly repair a complex piece of machinery like a generator. Also, getting your hand caught in a bear trap I think would make anyone yell in pain so that makes sense as well (provides the same effect as having your ankle caught in the trap).

    Trap visibility

    I would also buff how visible the traps themselves actually are, in comparison to the Hag scrawls in the dirt or the pools of blood Freddy creates (which can be perfectly hidden under grass and are completely invisible [but inactive] while you're awake) the Trapper's Traps stick out like a sore thumb. I would make the Logwood Dye or Tar bottle the base coloration of the trap, and then buff those add-ons in response to make the Traps even darker.

    The idea here is that the Traps should be imposing and intimidating devices, and you should never be completely calm and at ease when disarming a beartrap.

    The Trial Warmup

    Finally the last thing I would do is incorporate Scott Jund's "Trial Warmup" idea. This was an idea Scott Jund created a couple weeks ago that while it does benefit all killers (especially ones who have poor map mobility and map pressure in early game like the Clown) specifically benefits trapping killers who require setup time to be effective. IE The Hag, Freddy, and most especially and importantly the Trapper.

    The basic way that it works is the same way the Endgame Collapse speeds up the end of a trial or match, The "Trial Warmup" slows down the beginning of the match and prevents survivors from popping 3 generators in 120 seconds by which time a killer may not have even engaged in a single chase yet. At the beginning of a trial Survivors are under a repair speed debuff of something really heavy or drastic, at minimum 50% but perhaps something like 75% slower than normal repair speed. The Trial Warmup ends when 1 of 3 conditions have been met: A chase has been initiated between a killer or survivor, a survivor's healthstate has changed from healthy to injured, or a killer come in contact with a survivor by a proximity of 4 meters.

    Here is the original video from Scott Jund describing it in more detail (there are also some great comments below this video of people adding on great ideas like deactivating all perks while the Trial Warmup is in progress, so read those too)

    https://www.youtube.com/watch?v=LVnWIe-5Lcs

    Concluding

    Between all of these ideas I think there's plenty of room for both the Trapper (and game) to grow and develop without requiring a change to his core design. That's all I got for now

    I agree with your general assessment of the killer, and I think some of these ideas have serious potential. I also think the popular idea of making the Trapper Bag basekit is a solid one, and would do a lot to make him less frustrating to play.

    I kind of like the idea of survivors having a chance to get injured disarming a trap (although I think it should be RNG, not skillcheck-based, since Trapper's problem is mostly at high ranks where people are good at skill checks, so there's no need to punish new players more). And making traps a little less visible (maybe like Logwood Dye level) would also help with this, although I'm not convinced it's necessary since good Trappers tend to rely less on their traps not being seen and more on putting them in unexpected places where survivors won't even think to look.

    His main weakness is game speed, so having a chance for survivors to be injured disarming traps and also allowing him to carry more than one trap at a time would go a long way toward improving that, I think.

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