Slashstreetboy
Slashstreetboy
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I´m convinced they leave Object to spite the community as some form of "payback" for all the backlash Ethan recieved for his statements regarding the perk. The only other reason I could think of would be just lazyness/indifference towards the player satisfaction.
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Doesn´t matter much I anymore. Most matches someone last second switches to a key anyways, so if and when key changes come in patch 9.5 there won´t be any more keys left to worry about anyway.
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@FFirebrandd said:
Are you asking if I've stream sniped people?
No. That's super scummy.
I have however saved their Twitch name to try and watch the game from their PoV later on. Some mistakes are way more obvious when viewed from the Survivors perspective so its useful.
Agreed on the sniping part.
I do the same btw. I really enjoy watching games from the Surv POV afterwards
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@GloryHunter said:
https://forum.deadbydaylight.com/en/discussion/comment/1876336#Comment_1876336
How is face camping removed exactly? I do agree with your other points tho
Facecamping was only possible back when you could only unhook from one direction. If the Killer stood there, it was literally impossible to unhook. This is what facecamping actually means. Nowadays many people use the term to refer to regular camping, though.
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I´m a Killer main. I think Keys, Object and the reckless stacking of certain perks are completely busted. SWF causes a lot of balance issues. DS has issues, but the debate is overblown.
That being said, I also enjoy Survivor very much, more and more in fact, and I´m very glad that facecamping was removed, Moris got nerfed and that Undying is next on the chopping block.
I´m first and foremost in favor of addressing the most broken stuff in the game to work towards a more balanced experience for everyone.
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Seems like salty baby Survivors to me. Camping them is the right call, especially when they try n troll you with that cheesy exploit.
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I almost never run addons on Myers and Oni, I think they work just fine without them. Of course they´re limited in what they can do this way, but not as much as Trapper, for example, who´s barely playable without a bag.
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I don´t see Tenacity there, I think this perk is also pretty strong in situations where the Killer gets greedy and goes for a multi slug. Helps reset faster as well as reposition yourself to be picked up. Combos well with other anti slugging perks.
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I agree on your sentiment that this is an oppurtunity for the DEVs to prove that our feedback is considered, or to prove that it is not. Either way, it will determine the way the team and the community will interact for the forseeable future.
Personally, I´d prefer to keep the old icons over the new ones, same with the HUD animations. They give off intense F2P mobile game vibes imo and do not fit into DBDs aesthetics.
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Cool stuff!
Playing Trapper well has a considerable skill ceiling. No other Killer requires as much time management, prediction and luck as he does.
You will lose, a lot, when you start playing Trapper and encounter good Survivors. It takes a while to get a grasp on which traps work where/when/how. In my opinion, your success as Trapper is also significantly influenced depending on where you spawn vs where the Survivors spawn, this will play a major role in how (and how much) you can set up.
There are great builds and guides by Otzdarva, I think when it comes to teaching the way of the trap there´s no one better to learn from than him, check out his YT.
Just bear in mind what Trapper is arguably the weakest Killer so set your expectations accordingly.
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BMing and humiliating lesser skilled Killers is the sole reason for a significant portion of the playerbase to qeue up with their friends. They thrive on it because they propably haven´t much going on in their lives and don´t have anyone weaker than them to pick on irl.
If you want to play Killer, you have to shift your mindset a bit and just expect games to be like this until you get good enough to threaten them.
It´s an integral part of the game and Survivor toxicity is going nowhere, it´s entirely up to you whether you decide to push through it or avoid it, no shame in either, it´s your free time after all and you should be able to make it as joyful as possible for you.
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It depends on who has the stonger plot armor. From what I can tell, she´d lose to Myers or at least would be unable to actually finish him, same with Freddy.
I´d also find it very entertaining to see Cheryl completely destroy Oni with her bare hands, it´s close to maximally absurd :D
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Hallo
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@Tsulan said:
Mmhhh a workout. I have thought about a workout plan to get in shape like the Clown.
I can help you with that. Go for a 2-split, low reps high weight and double your daily calories (3g of prot/ kg of your bodyweight). Keep it up for a few months and watch yourself growing into your dream shape!
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@C3Tooth said:
I just tried PBT with Trapper on 2 new map.
The game was super dark on 1st floor, and that was mostly his play ground since the traps are hard to see, the top floor is just plain obvious. New Game is bright everywhere, the visual is good, but Trapper surely an M1 Killer on that map. Another nerf for my main Trapper.
New Crotus is so bright, though it doesnt matter because the ground texture is rich and traps are easily blend in.
And I just try playing on Low setting instead of Ultra. Traps are obvious everywhere. As Trapper main, I feel pain to tell you the best counter on him is actually Low setting...
That´s kinda what I feared already. If you continue playing the PTB, please feel free to share some insights you gain, especially regarding new Asyulm (notably grass alignment, density and visibility) to a fellow Trapper main!
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@BaldursGate2 said:
Iri Stone + Stitched Bag is the way to go. You don't have to reset the traps, it's automatic and people casualy walk in to them.
Just some maps are impossible to win, like lery's, because there are too many windows and traps are plain visible.
In my opinion Iri stone changes Trappers playstyle too much. It promotes "lazy" gameplay. I also only have like 60 Iri Stones so it wouldn´t be feasible to do this every game on top of that. So yeah while strong, I don´t think it should be his default loadout.
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@C3Tooth said:
Most new map is really good for me (or because I play in Ultra setting?). Except AutoHeaven is massive nerf since the contrast between Light & Dark area is too high. Dark enough to make WoodDye a waste, Light enough to make TarBottle a black spot in a bright green area.
Agree on Autohaven, its so bad there.
And yes, it doesn´t show as much on Ultra, but on medium and low settings a Survivor needs to be completely unaware to be caught off guard, traps can be seen inside the grass from very far away.
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@not_Queef said:
No change for me then, I've been using the setting and fastening tools for ages. Tar bottle is lame as hell.
I like these, too, don´t get me wrong. I prefer a cunning way of using traps over using them in the most obvious and boring ways, though, but to each their own.
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@Tsulan said:
https://forum.deadbydaylight.com/en/discussion/comment/1868060#Comment_1868060
Thats funny. I think people said the exact same thing, when someone showed a video of all gens finished in 2:36 minutes.
I guess even 100 videos wouldn´t be enough.
You forgot to mention that this was achieved by 3 Survivors while one was being chased.
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@ProfGameAndTalk said:
New killer here with a noob question. Where do I find steam stats? Thanks!
https://dbd.onteh.net.au/ there you go! In order to activate your profile on it, you will have to submit your steam ID, and it takes a while, but after that it will regularly update itself.
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@AChaoticKiller said:
https://forum.deadbydaylight.com/en/discussion/comment/1868171#Comment_1868171
I just haven't tried to get them yet mainly because i just prefer to play killer, but i think when i do try to play survivor for multiple rounds im going to go for power moves.
It´s quite fun honestly, and the super clean UI without the perks looks soothing. Good Luck!
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@AChaoticKiller said:
I just need to get power moves and rescue mission to get back to "100%"
xbox rounds the percent to 100% when i only have 1 achievement left which is taking one for the team, i refuse to sandbag my team 250 times just for bragging rights.
Power moves I found quite easy, I think it took around 12-15 matches or so.
Rescue mission on the other hand was something I stopped actively trying to force and resorted to keeping a keen eye on oppurtunities that presented themselves. It was tedious to get, given I always play solo.
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@tippy2k2 said:
I doubt I'll ever get the 100% unfortunately. The Nurse's Achievement alone I'm not even sure is possible anymore (use 3 blinks to get to a survivor and pull them off of a gen). You only get two blinks with the Nurse (there is the add-on that lets you blink 3 times but then you can't go through walls or anything; you would need such a perfect storm of luck and survivor stupidity for you to pull that off naturally that it's basically not possible).
I was lucky enough to get this one way back when Nurse was pretty op. I reckon it´s much harder now, maybe this is one you may want to cheese with farming Survivors.
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@Hoodied said:
I like your pfp
I know, right? It´s so wholesome!
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@Yords said:
https://forum.deadbydaylight.com/en/discussion/comment/1866799#Comment_1866799
Agreed, all of these ideas are a great selection to choose from. I know that my changes to Pig will not make her top tier, but I think it would be enough to put her in the mid-tier section of killers. The weak killers are fine, it is just the maps that do them in. I really believe DBD would benefit massively if it is given at least 6 months straight of just balancing instead of giving us a new chapter.
Wholeheartedly agree. The least they could do is slow down the schedule at which they push new content so they could polish their game better. This was apparent with the Twins chapter, for example, where the animation dudes didnt have time to fix Blight because they were too busy working on the new content. At this rate, they are digging their own grave when it comes to quality.
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As a Trapper main, I have a variety of ideas how to give him buffs to bring him up to mid tier. For example:
-2 traps base carrying capacity, starts with 2 traps, number of traps that spawn on the map unchanged
-Reworked bags: Trapper Sack +0/+1, Trapper Bag +1/+1, Stitched Bag +1/+2
-Range check for traps spawn: Bear traps can no longer spawn closer than 25 meters from the edges of the map
-Rescue time increased to 3,5 seconds (doubled from what its now)
-Escape attempt time 2 seconds at least with the upcoming rng change
-Stepping on a bear trap while healthy causes 5% hindered until fully healed
-Stepping on a bear trap while injured caused 5% hindered and deep wounds
-Stepping on a bear trap while in deep wounds causes 5% hindered and the honing stone effect
-Serrated Jaws swap rarity with rusted jaws and instead of hemmorage now cause 5% extra hindered
-Rainbow Map and Red Twine no longer reveal bear traps
-Rework of Object of Obsession
Edit: Make Longwood Dye basekit and darkening addons darken proportionally from there, also revisit grass on the updated maps, it´s very obvious that they completely forgot about Trapper while redisigning grass
With these slight tweaks our boi Evan might be able to climb up to mid tier. He still would be nowhere near the potential of Nurse, Spirit, Freddy, PHead, Billy or Bubba, just a solid middle of the pack Killer.
I very much like your Pig changes, however I dont think shes in the top 10 Killers that need tweaks to be viable tbh.
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@Starshadw said:
The new escape rates are overall detrimental to survivors - if you aren't out after the second attempt, you're pretty much done for on all but the largest of maps, and that's only if the Killer happened to be all the way across the map from you and occupied doing something else.
You have a 33% chance to be out in 3 seconds or less, 50% to be out in 4,5 seconds, never longer than 9. The redistribution helps the Survivors more than the Trapper, 100%.
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They maybe won´t agreed. But only in case no one sees you become undetectable after kicking the gen, no one cleanses the third seal and you have successfully hit all of them beforehand, all for the price of 2 perk slots!
Don´t get me wrong I appreciate people trying out fancy/Off-meta stuff but I think it´s far too costly for the benefit.
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I was also...baffled, to say the least, that the next map updates weren´t Coldwind Farm and Haddonfield. In my opinion, very wrong priotisation.
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Bond: Range increase+reveals your aura to other Survivors. Would make it actually great for solo while still not being as good as comms.
Surge: Either remove CD or buff regression to 12%
Third Seal: Blindness is applied from the start
Buckle up: Bonus recovery transferred onto this perk from Unbreakable
Windows of Oppurtunity+Zanshin Tactics: Remove cooldown
Aftercare: Buff altruistic action speed between Survivors that unhooked or healed each other
Dying Light: Obsession is now affected, too, remove obsession buff, obsession hooks don´t grant stacks still
Mettle of Man: Works now vs instadowns from the healthy state
I´m all Ears: Reduce CD to 20s
Beast of Prey: Removes red stain altogether
Monstrous shrine: Map now spawns 2 basements, 20% faster entity progression and Survivors in the basement are revealed or exposed
Hoarder:Either bring back massive rarity debuff to items or expose survivors after searching a chest on top of notification
Trail of Torment: Remove gen aura reveal
Dragons Grip: Buff exposed to 60 seconds
Oppression: Reduce CD to 60 seconds or let every gen thats worked on explode and remove the skillcheck
Coup de grace: Either buff range or rework: Lunges are 20% longer, no stacks
Thrilling Tremors: Increase gen block to 20 seconds
Distortion: Increase tokens to 6
Blood Echo: Remove cooldown
Gearhead: Shrink condition to 1 attack or buff duration to at least 60 seconds
Fire Up: Buff % per token to 8 or 9 at least
Furtive Chase: Reduced TR inside and outside of chase
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First, it shows you put a lot of thought and effort into this, good job!
Second, letting Leatherface have the faces of the OG Survivors is totally fine. You said it yourself, it fits him well. I don´t see how him having Claudettes face contributes to any racist issues. They could use disgusting racist slurs and names regardless. They also could just choose one of the Killers that are have african ethnicity. What should be done about them?
I´m also glad you didn´t suggest just not letting him have Claudettes face, since that would actually be racist.
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The main reason for the implementation of the BP cap was to fight hackers. Since BP hacking is pretty much impossible to catch on video, there is literally nothing they can do about it, so they want to at least make it more inconvenient for said hackers.
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@landromat said:
https://forum.deadbydaylight.com/en/discussion/comment/1863906#Comment_1863906
we both know that'll neve happen
I know, I know....we can still hope for good things now can´t we?
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This is not unheard of. The number of traps that spawn on any given map can vary.
Sidenote: Traps you bring in via a bag are not taken from the map. Also, depending on where they spawn, you will have many matches where fetching them is not feasible if you intend to do well in that match, so getting use out of every trap is a rather rare occurence anyway.
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All I can say is that I hope the new and improved mmr will be accounting for precise coordination that comms enable and which solos can never have.
For example. the Killer the group faces should always be higher ranked than the highest ranking team member, after 10 qeue minutes this can be gradually compromised imo.
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New grass, especially on Ormondo and Autohaven feels like a low blow for Trapper. Same goes for the designers obliviousness to how Object affects him specifically as well as his core issues that keep him in low tier. This is not really reflected in the statistics, since the vast majority of players just aren´t exactly great, but against a good team his weaknesses show so much.
The new RNG distribution really helps the Survivors more than it helps him.
33% chance to be out in 3 seconds or less
50% chance to be out in 4,5 seconds
0% chance to stay longer than 9 seconds
rescue time still less than 2 seconds
still no consequences for making the mistake of stepping in a bear trap while injured other than undoing the time it took to fetch and set said trap.
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@Predated said:
https://forum.deadbydaylight.com/en/discussion/comment/1862753#Comment_1862753
The problem with Object is more that it cant really be reworked with Trapper in mind tho, and Trapper has more issues with other Aura perks too.
Idk, I don´t think alert or Dark Sense really hurt him tbh. And I think it could be reworked to not completely destroy his power, actually, there have been many suggestions as to how this could be achieved.
Unfortunately, they do not care about the way Object affects gameplay, especially not Trapper, so it will propably take years before it gets changed, if ever.
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This would be a welcome change, in my opinion reworking Object into a balanced perk would be the better choice, though.
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Ghostface, insane early game ambush potential but next to no chase- and snowballing capabilities.
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@Moundshroud said:
I don't know why anyone ever thought this was anything but a NERF to Trapper. The slight reduction in the odds of escaping in the 1st attempt do NOT offset the massive increase in the chance of escaping in every subsequent try. That is kind of laughable. Trapper WAS going to be my next Killer, that I play exclusively until I can compete to Rank-1.... but....
Rank is now meaningless except for free BP that I can earn myself; I earn that much in the average day's play. So, I think Trapper will just have to wait until they actually do something for him. I find it hilarious that the Killer everyone says needed a rework and some help, gets hit with what is clearly net loss to his power.
Honestly, against most potato teams he works well regardless. Just bear in mind that in order to do well with him consistently it takes much more dedication and practice than Myers does. On the flipside, you´re a good candidate for going for Trapper next since Myers forced you to constantly improve your M1 play already, something that Trapper heavily relys on as well.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1862269#Comment_1862269
In America, if you play solo 9.5 out of 10 matches are a complete and total bloodbath at red rank because the killer is too overwhelming regardless of how well the solo team tries to do gens. It is bad balance when a solo team can only win when the killer is a potato.
Yeah watching streams and from hearsay it seems the NA community is much more chill and way less competetive overall.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1862237#Comment_1862237
The more you nerf a top SWF, the worse it gets for an average team, which BTW never wins.
Not in the case of Object since solos and average teams dont use it because they can´t capitalise as much on it. Balancing Object has literally 0 effect on them other than lessen the cases where they get themselves killed trying to be little smartasses.
Edit: Average teams win, a lot, at least EU red ranks, because most Killers aren´t good. It´s so easy to win when people follow the simple formula of sitting on gens if they´re not being chased or going for a rescue.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1862182#Comment_1862182
How is it the strongest thing when they already coordinated and know where you are? Balancing around a 4 man is not fair for everyone that doesn't play in a 4 man.
It´s a difference between having an approximate information vs realtime wallhacks. I agree with your second statement, but extremely broken outliers need to be addressed to keep the game playable vs a skilled 4 man, too.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1862165#Comment_1862165
If Object was so overpowered, everyone would use it. Think about it. DS is only popular because you never know when you'll have a tunneling killer. Otherwise, it is a garbage perk.
Most people dont use it because 9/10 Survivors suck at the game, plain and simple. Its true power is only enabled via a team that uses comms, and in this scenario its the strongest thing in the game hands down.
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@Sluzzy said:
https://forum.deadbydaylight.com/en/discussion/comment/1862165#Comment_1862165
Object's downside is exactly the upside. How is that unfair for a killer?
How is it unfair for a Trapper to have every single trap called out to the Survivor team?
How is it an upside to know where the object is? They are across the map, in a safe looping area on a gen, who would have thought!
How is it unfair that a Killer can no longer mindgame at tiles because every step gets called out to the chased Survivor?
How is it unfair to be able to perfectly rotate on the gens so the Killer starts every chase against a 10+ seconds headstart?
How is it an upside the Object can scout the Killer when they may not even be looking at them?
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@Sluzzy said:
You need to quit thinking you need to 4K every game and that "one time" use perks are overpowered. An aura perk where YOU can see the survivor when they see you is not overpowered. TRY to use that perk in a solo match?! Most don't have the balls to use OoO in a solo match, that shows how much of a downside the perk has.
Do you realize how hypocritical you are complaining about OoO when killers use aura and tracking perks every match? A perk here where both can see each other? A perk that people, for the most part, don't have the balls to use in a solo match? And SWF uses it not because they need it, they know where you are all the time because they have each others ears. They use it because their buddies can save them! That's how bad OoO is. It was only good previously in an old version of DS where you could save yourself. OoO is the most difficult perk in the game to use and you are wanting it nerfed. Shame.
DS was already heavily nerfed from a decisive strike to a killer's decisive strike. Killer is in control of when it is used. Stop tunneling.
The game is overall killer sided to a huge degree. Against the majority, killers are overwhelming overpowered.
I´m sorry but this is the most ignorant and uninformed statement on Object I´ve ever read. You can´t be serious dude, can you?
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It´s kinda baffling. I mean, they propably meant it as a lighthearted joke.
Unfortunately, they fail to understand that Survivors use the repeated use of the crouch button, teabagging, to tell the Killer to kill themselves, that they suck, what they did to the killers mom, they should uninstall and that they´re the most pathetic worm ever in a smug and arrogant way.
So yeah playfully supporting these kinds of messages feels a little out of touch,
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Trappers power already can assist Survivors simply for the fact how it is designed.
A trap that never gets stepped on gives the survivors generator time (time it takes to fetch and set the trap x4). Same applies if an injured Survivor steps on a trap and the Trapper is not close enough to get there (only x3) or the survivors gets rescued b a teammate in 1,5 seconds (x2 in this case).
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@Aven_Fallen said:
https://forum.deadbydaylight.com/en/discussion/comment/1861677#Comment_1861677
Exactly. It was basically the worst thing as Trapper to see someone step in a Trap and they get out immediatly. This is actually faster than disarming the Trap at this point. With the changes, it can still happen, but will be less likely. And if this means that attempts 1-3 (which are 1,5 seconds each) are less likely to grant an escape, I am all for it.
Also, nobody should have to try 10 times to get out of the Trap.
It doesnt make much of a difference on Trappers side, I guarantee it. 1/3 times they will be out in 3 seconds or less statistically speaking, so it basically changes nothing in the Trappers decision making process. You still have to gamble whether they are out super fast (1,5 seconds for a rescue and per attempt), you still have to be close to the trap and still stepping on a trap has no consequences other than costing a health state if they happen not to be injured beforehand.
On the other hand, as a Survivor you no longer can stay in a trap for longer than 9 seconds guaranteed, with the chances of staying longer than 6 seconds being pretty small. Let´s see how it plays out, but on paper it´s a net nerf.
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@DawnMad said:
https://forum.deadbydaylight.com/en/discussion/comment/1861685#Comment_1861685
The chance to get out in the 1st or 2nd attempt currently is 43.75% while in the new patch it will be 30.55%. If we look at 1st attempt only it's 25% now and it will be 16.6% after. It is a consistency buff.
Yes, the odds of a 1st or 2nd attempt are ever so slightly lessened, but the outliers on the other side on the spectrum were hit much harder, making it a net gain for Survivors.
It also won´t help in the countless times where they will still escape in 1 or 2 attempts. In the end, it changes barely anything on the Trappers side. You have to guess if it´s worth to beeline to the trapped Survivor, you have to be very close to it and still hope they don´t get out quickly or be saved in 1,5 seconds. As Survivor, you now can´t be stuck any longer than 10 seconds.