TimberGoingDown
TimberGoingDown
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942481#Comment_3942481
since that's case, Sac wards meta bye bye, welcome new Shroud of Vanishing meta, screw cakes and BPS
Pretty much. And Shroud of Vanishing is a green offering, too. So you're only going to get a handful of them every prestige.
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A lot of the possible killers you've mentioned are just… a dude with a weapon. No offense, but we have enough of those already. Of those, the only one I would want is Jason. The shining is just… a guy with an axe. The purge is just… a dude with a knife. I've never heard of The Smiling, so I have no idea what that's supposed to be. Thankskilling is a turkey. Sorry, but if I'm given the choice between a dude with a weapon, a turkey, or Darth Vader, I'd rather have Darth Vader.
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@SoGo said:
Yeah, that will become an issue soon.
Also, the less talked about thing, why did they make everything that's not a Luck or BP offering secret?
Now you can use a Hatch offering and escape for free.
They made a lot of head scratching decisions during this QoL update. Sure, the bulk BP spending will be nice, but a lot of things in this patch are good on paper, but implemented in the worst way possible.
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@NarkoTri1er said:
what even is the actual point of making Shroud of Binding basekit if they were gonna add a new meta offering to basically make splitting gens as easy as it is atm?
Easier, actually. Because as it stands right now, you might start on all four gens, or you might start grouped up. Or you might start out two by two. Now, the meta offering guarantees a split gen. I'd rather spawn rules stay as-is than be forced to run a Green shroud every game or just… lose.
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That's actually really cool.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942468#Comment_3942468
Not only that it would be SM 2.0 but it would remove whole his zoning and area denial identity and turn him into SM/Knight hybrid, unfun to play agasint and doubt that fun to play either.
Exactly. Setting up a web of traps to catch unwary survivors would be much weaker than pushing them into chases and off of loops with traps. He would turn into an anti-loop killer that would keep as many traps as possible in-hand so that he could use them in the next chase instead of putting them on the ground to catch survivors. If a chase takes more than two traps? That's okay, just point at one (just like SM) and recall it to your hand so you can use it at the next loop. If it's on cooldown, just hold a survivor at a loop for a couple of seconds until it recharges.
It's literally the same exact killer. And since it would be the stronger way to play the killer, it would be the "correct" way to play him and actually using his traps as a zoning/area denial/snowballing tool would be the weaker, inferior way to play.
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@coolgue1 said:
Your boosted MMR will be fixed on Tuesday dont worrie about it
MMR is a fake number because matchmaking is so loose.
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@I_CAME said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942384#Comment_3942384
I'm sure you only play against comp SWFs every match.
No, but every match has the POTENTIAL to be a comp SWF, so you need to plan accordingly if you don't want to get 4e'd and bagged at the gates.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942359#Comment_3942359
Because most of them would rather burn BP offerings. And Survivors could easily adapt by spreading out after they spawn in.
Uh-huh. I'm sure that'll be the case. 😉
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942362#Comment_3942362
I honestly don't care about the small number of newcomers we have as a revolving door in the game. I don't play against them, they usually don't stick around long anyway, and I think that balancing a 9 year old game around them is kind of ludicrous.
I'm sorry to tell you this, but what you or I think he should be doesn't matter, it's what BHVR thinks, and being acceasible for new killers and survivors alike is their defined purpose for Trapper, so sadly none of us get to ignore the low level game (and in general its a bad idea to do so for any killer). I had a cool idea for a basekit ability to "rig" traps to injure survivors who disarm like bloody coil with a hard skillcheck... but that's not Trappers purpose, and we can't escape that purpose.
I'm looking at ways to make Trapper better against the survivors I actually play against while keeping his identity as a setup killer.
Well, a lot of these proposed changes do make him better against stronger survivors though, and also still focus on setup...
The faster trap setting speed helps his setup, and gives him less vulnerability to hold W in chase, as the does the extra haste for slightly longer too. These things improve both parts of his kit, which he needs for higher levels...
The ability to walk through a trap that a survivor has to walk around, as well as go through them to hook increases his potency substantially at loops and actually makes his setup meaningful and strong, because he has access to paths that survivors don't.
These things take a lot of knowledge and skill to properly exploit, that dont really impact the standard "trap pallet or window" traps low level payers use. So we still keep Trapper accessible, but have more advanced strategies to use against stronger survivors.
I don't understand why my locker idea makes him "overly dependent on lockers" while yours doesn't.
The difference is mine (and Pally's) supplements the existing mechanic rather than replace it, since trap management is one of the few areas of skill expression Trapper has, we both want to plan for and keep the ability to grab traps out of the map.
Yours makes it so you can't get traps out of the environment and MUST return to a locker to get more. That is map reliance. Mine is more a tool of convenience, where if a trap isn't conveniently nearby, you can use a locker instead, while Pally's straight up ignores lockers compeltely and allows you to grab any trap you want almost at any time.
It's not a contest dude, I'm not trying to crap on your idea, but a lot of the areas of your idea brute force a particular 3-gen/area lockdown playstyle. If players want your playstyle great... but if they want any other playstyles, yours doesn't accomodate it.
The point of having all the killers, add-ons and perks in DBD we do is for everyone to play to their own playstyle... Pally's version I like the most because:
- It gives advanced strategies to Trapper without really affecting the low level game.
- For the most part he remains simple and easy to understand for both sides.
- It offers a lot of flexibility for builds and playstyles.
- Deals with a lot of the goofy and dated parts of his kit, but also keeps Trapper very much feeling like Trapper.
His is a version that I feel gives the best version of Trapper for the most players, and has the benefit of actually having a chance of being implemented by BHVR because it achieves their goals.
I'm sorry to tell you this, but what you or I think he should be doesn't matter, it's what BHVR thinks, and being acceasible for new killers and survivors alike is their defined purpose for Trapper, so sadly none of us get to ignore the low level game (and in general its a bad idea to do so for any killer). I had a cool idea for a basekit ability to "rig" traps to injure survivors who disarm like bloody coil with a hard skillcheck... but that's not Trappers purpose, and we can't escape that purpose.
Then that's Behavior's mistake to make.
Well, a lot of these proposed changes do make him better against stronger survivors though, and also still focus on setup...
I hard disagree, but okay, we can get into it.
The faster trap setting speed helps his setup, and gives him less vulnerability to hold W in chase, as the does the extra haste for slightly longer too. These things improve both parts of his kit, which he needs for higher levels...
Kind of. I don't think an extra 2 seconds of Haste or half a second off of setting a trap is going to magically make him able to chase down someone who holds W. It's putting a band-aid on a bullet wound. He will always be weak to pre-running and shift-w, just like every other killer without a mobility power.
The ability to walk through a trap that a survivor has to walk around, as well as go through them to hook increases his potency substantially at loops and actually makes his setup meaningful and strong, because he has access to paths that survivors don't.
If that was a big deal, then his wrap add-on would be one of his most used add-ons. But it's not. You know why? Because being able to shave a fraction of a second off of a loop isn't usually the difference between a hit or not.
These things take a lot of knowledge and skill to properly exploit, that dont really impact the standard "trap pallet or window" traps low level payers use. So we still keep Trapper accessible, but have more advanced strategies to use against stronger survivors.
The problem is that they're so minor that they won't REALLY make a difference against stronger survivors. Again… band-aid. Bullet wound.
The difference is mine (and Pally's) supplements the existing mechanic rather than replace it, since trap management is one of the few areas of skill expression Trapper has, we both want to plan for and keep the ability to grab traps out of the map.
Yours makes it so you can't get traps out of the environment and MUST return to a locker to get more. That is map reliance. Mine is more a tool of convenience, where if a trap isn't conveniently nearby, you can use a locker instead, while Pally's straight up ignores lockers compeltely and allows you to grab any trap you want almost at any time.
I'm sorry, is walking around the map like a doofus collecting traps a "skill" now? Seriously? Trapper's "skill expression" isn't collecting and managing traps. It's knowing where to put them. It's knowing how survivors run tiles, knowing what survivors can see while running those tiles, and placing a trap that will actually catch a good survivor. You keep going on and on about how managing his traps is a skill, but it's really not.
And not only that, but having to go around the map and collect your traps is why he's in D tier. That's the reason. He'd be C tier if he had more ready access to his traps. He's one of the only killers in the game that can down a healthy survivor. However, having to hoof around the map as a base M1 killer with no mobility to get access to his power is why he's as bad as he is. Getting them from lockers or just having them available at all times would mitigate or eliminate this weakness and easily boost him a tier. And going to a locker to get more traps is a hell of a lot easier than walking across the entire map.
Like… listen to yourself.
"Collecting traps from a locker would make him more map dependent and too reliant on lockers. Going to a locker isn't always convenient. Therefore, we should keep making his traps spawn randomly across the map so he can go play Easter Egg Hunting at the beginning of every match instead of setting up his web. Walking ten or twenty meters to a poorly spawned locker is too much, but walking literally across the map to pick up a trap is so much more convenient!"
Are you serious right now?
It's not a contest dude, I'm not trying to crap on your idea, but a lot of the areas of your idea brute force a particular 3-gen/area lockdown playstyle. If players want your playstyle great... but if they want any other playstyles, yours doesn't accomodate it.
That IS Trapper's playstyle. It's the only one he's good at. That's like saying you should give Wesker traps in case someone wants to use Wesker as a trap killer. Small number buffs to his haste aren't going to change that. If someone wants to play a chase killer, there's other ones. Wraith and Billy are free and unlocked when you first boot the game. But we don't need to butcher Trapper's identity to make him yet another chase killer. That's not what he is.
The point of having all the killers, add-ons and perks in DBD we do is for everyone to play to their own playstyle... Pally's version I like the most because:
It gives advanced strategies to Trapper without really affecting the low level game.
For the most part he remains simple and easy to understand for both sides.
It offers a lot of flexibility for builds and playstyles.
Deals with a lot of the goofy and dated parts of his kit, but also keeps Trapper very much feeling like Trapper.
His is a version that I feel gives the best version of Trapper for the most players, and has the benefit of actually having a chance of being implemented by BHVR because it achieves their goals.
No, it doesn't. It turns him into an anti-loop haste killer. It turns him into old Skull Merchant. That's what it does.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942316#Comment_3942316
It seems like you may have forgotten that the main point of Trapper is to be the introduction killer to DBD.
You're right he's not a chase killer, but thats why nerfing the add-ons with their inclusion basekit is fine. Any situation where the 2s difference would have made a difference would be a situation where faking a trap plant would have also scored a hit. I don't really understand your objection here if the addons are nerfed in line with being made partially basekit... since Coffee Grounds and Fastening Tools are already in the game and those add-ons don't already make Trapper a chase killer...
I can appreciate you have your own ideas, but your argumentation isn't as strong as the picture painted by Pally's video above. Trapper is meant to be simple to understand and someone a newbie can pick up and play, and play against. Any buffs to him should be simple, easy to understand, or something that only really comes into play when optimising for higher levels, that leaves the low level game relatively untouched.
- Make his traps blend with the environment - That's what the Tar Bottle rework is for, this feels like a good effect for an add-on. Making this basekit is something that royally screws up new players even more than Trapper already does, so having it at base it a little overly punishing.
- 20s to get an item for 1 trap disarm - This is the same effect as above of being overly complicated... you've effectively made his traps a 30s+ disarm, to the point there isn't really any reason to disarm a trap cause the cost of doing so is greater that just sitting on a gen and ignoring the traps.
- Traps now only come out of lockers - Pally addressed this already in his video, and I made the same point in my trap recall suggestion. This makes Trapper overly reliant on lockers to get his traps, it'd make him even more map dependent, a map like Ref Forest can be very frustrating with locker placement... My suggestion doesn't generally affect him meaningfully majority of the time, and Pally's doesn't feature it at all. Trapper should not need to be heavily map locker spawn reliant to function.
- Cheers, we are least agree on that.
- 10% Haste buff when a survivor gets trapped - Not an unreasonable idea, but this is a haste boost out of his control that makes it effectively random when he'll get it. More often than not it'll just make him randomly speed up in chase whenever anyone gets trapped... which if we're against making him a chase killer, seems a bit strange that he'll just get a sudden haste steroid out of the blue. I don't think his power should be balanced around a lucky boost....
- Why this is still a thing is laughable to me too xD
I do get where you're coming from, I had a lot of my own ideas for buffing Trapper, but I do encourage you to give Pally's video a watch and really think on it, cause I've walked back on a lot of my own ideas (that I still think are pretty good) in favour of this one...
What's nice about these changes is they keep Trapper simple, nooby friendly, and familiar, but also give him some nice tools to improve him as you get better and more experienced with the killer.
I don't think we can come to an agreement because I think we have two very different versions of what Trapper should be. I honestly don't care about the small number of newcomers we have as a revolving door in the game. I don't play against them, they usually don't stick around long anyway, and I think that balancing a 9 year old game around them is kind of ludicrous. I understand that you, and the guy in your video, have a very different view and that's okay. We can agree to disagree.
I'm looking at ways to make Trapper better against the survivors I actually play against while keeping his identity as a setup killer. You're looking at ways to give him small buffs while keeping him newcomer friendly. We're approaching the problem from two very different viewpoints and I don't think that we'll ever come to a consensus.
I don't understand why my locker idea makes him "overly dependent on lockers" while yours doesn't. The only difference is that you would have him pointing at two useless traps in the distance before he opens the locker. Oh, wait, you'd make him only get ONE trap, and put it on a 15 second cooldown lol. So he'd be going to lockers twice as often as with my idea… but somehow my idea makes him more locker dependent than yours. Make that make sense.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942323#Comment_3942323
They could, but not many will. After all, how many Survivors run Duty of Care? How many Survivors run Shoulder the Burden? Many Killers complain about those perks, but they're rarely, if ever, played at all.
And Killers are getting an offering to reject that Survivor offering to spawn separately.
I don't know why they wouldn't. It will be the single most powerful offering in the game by far. The difference between starting together and starting apart is absolutely massive and game defining. It's literally the difference between finishing 3 gens in the first chase or finishing 1. I know that since the announcement, I've been stocking up on the counter-offering with all of my main killers. I also know that the offering is probably going to get looked at in the next patch. There's no way they'll let every match get decided by what offering gets brought.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942340#Comment_3942340
Because you are overreacting, item that needs to be specific rarity or have specific add on attached to it, it burns out in 12s, so it shows 1-2 traps and then it's gone for rest of the game. Remove unbreakable then, because it counters Twins, remove made for this because it counters Legion, remove hardened because it counters doctor. Is it clear now? I'm Houndmaster main and never been whining because made for this exist. If survivor gets lucky and bring in russian rullete, shouldn't be punished for that. Maps are bad and in no universe don't need any nerfs, so if you don't want to play against map - which from my pov is pretty ridiculous, then leave the lobby but don't ask for removal of mechanic that potentialy makes a very bad item somewhat usefull in very short burst of time. i don't get it why people still do that. Trapper is zoning killer, he denies areas and play around set up, same as Hag. If he gets buffs, he needs something to get more in line with other killers, not by removing specific rare counterplay.
I suggestes:
- Give him all traps at the start of the game so he doesn't need to collect them.
- Make his set up faster.
- Make his reset faster.
He has unique mechanic that other killers don't. Completely shutting down areas. And if you struggle with Trapper or don't enjoy him because of maps or whatever then go play someone else. In my opinion trapper is fine and needs some small improvements for sure. But that's number tweaks and small basekit changes. Rework would give away his simple and trap-orientated identity as well as beginner-friendly difficulty.
It takes about half a second of burn time to see if you can see any traps. With a twelve second burn time, you could probably find 15-20 traps or so.
Those are perks. Perks are not items. Behavior has specifically stated in the past that they don't want items countering killer powers. That's why they removed Nurse and Wraith burning. The only other killer who's power is directly countered by a survivor item is Hag… whose weakness is maps. Maps are the only survivor item that directly counters killer powers, and it happens to be two of the weakest killers in the game.
And, let me tell you, every other Trapper main dodges lobbies with maps, too. I've seen P100's do it on stream. Nobody is going to walk into a match where they know before entering that they're going to get directly countered. Why would anyone ever do that? So what ends up happening is that maps never get used for that purpose, because everyone who plays Trapper or Hag just lobby dodges the maps. This huge map "nerf" you're talking about isn't actually a huge nerf, because it never gets used to find Trapper or Hag traps anyways. Trappers and Hags just leave the lobby and go to the next one.
I do enjoy Trapper. (I'd hope so, as a Trapper main.) I think he's pretty fine as-is. He's weak, but that's okay. If Behavior wants throw some buffs his way, that's cool, too. They could somehow buff him into an S tier powerhouse, and I'm still not going to knowingly walk into a match where one item counters my power.
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I'm more interested in seeing the breakdown of Phase 2 in July, tbh. Assuming that they post a breakdown at the beginning of July like they did in February. It's going to be an interesting time, and I'm curious as to how far BHVR is going to go with the survivor buffs.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942334#Comment_3942334
Ok. So it's ragebait or moking from your side. Get it. Thanks for answers. No reason to keep the discussion as you live in your world of "Only opinion that is right."
What are you talking about? It's not ragebait. I'm not going to load into a match where my already weak power is considerably nerfed because of one item. That's not an opinion. It's a fact.
Maps counter Trapper's power.
Therefore, I don't play against maps.I don't see why this offends you so much.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942328#Comment_3942328
I'm not sure wheter you it's a joke or you are trully complaining.
Facts:
- Maps are least used items in a game, I see one in 100 games.
- Survivors don't know the killer, meaning that it can't be used to counter specific killer.
- Only rainbow map has option to track killer stuff (add on that does that exist).
- Maps are limited item, same as every other that burns quickly.
So yeah, nerf worst item in the game even more so it ends up in the bin with keys. :) I'm killer main, but some "wishes" of other killer mains drive me insane. Guess we will end up shouting for nerfs to medkits too, so it no longer works for self heals. Or better, we can ask for removal of flashlights too. Anyone up for it?
- So what? That doesn't change the fact that it actively guts my power.
- Again… so? Let them use that map against someone else.
- Again… so? They can use their map to find someone's totems or something. Not my traps.
- Oh, so they can remove all my traps, but only for about 30 seconds of map usage. That makes it so much better!
Why would I load into that match? Give me one good reason why I would look at a match that has a map, knowing that a map actively counters my power, and say, "Yep, this is a match I want to play!"
I'm not asking to nerf maps. I want them to work exactly as they do against any other killer. But making maps actively counter my power, then shaming me for not playing against maps is certainly a take.
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Ouch. Dredge already loses quite a bit of the screen thanks to his other arm. This is kind of over the line, though.
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942326#Comment_3942326
That's pointlessly dramatic.
Is it? So you're telling me that one survivor with a Rainbow map can't see every trap I've placed? That they can't relay this info to their friends, either through comms or the addon that allows ALL survivors to see the auras that the map user sees? That they can't just… follow me around and disarm every single trap I have? Because they can.
Why would I load into that match? I'm already playing one of, if not THE weakest killer in the game. Why on Earth would I willingly load into a match where my already weak power is essentially useless?
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@Elan said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942320#Comment_3942320
Map is related to tracking killer belongings. Not sure whether nerfing maps further is a way to go as they are already pretty bad. If you dodge lobby because of a map then something is wrong on your side. I called for killer buffs, but not in this direction. I'd much rather see both iri being basekit than removing another "potential gameplay" from the game, goign more towards hold ,1 at gen is the only thing you do as survivor.
You're right. I should totally load up into a match where one survivor bringing one item makes me a powerless M1 killer. That sounds like LOADS of fun.
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@Kaitsja said:
Why the doompost? We don't even know what form these changes will take yet, but I'll bite.
As someone else said, killers will eventually find themselves in brackets where they can comfortably play without relying on these strategies. SWF becomes a problem when it's a 4-man running meta perks and using clock callouts to keep track of map resources and the killer. It's not really a problem when it's a trio and one of them is constantly trying to befriend the killer.
As for sabo squads, with how little distance there is between hooks, you're almost never going to find yourself in a position where a sabo squad is going to be a problem.
It's absolutely adorable that you think MMR brackets mean anything. Just today I've gotten a SEAL Team SWF with thousands of hours apiece and a baby survivor solo q team with fewer than 1k hours combined… in back to back games.
If survivors and Behavior are expecting killers to "lose their way into a proper MMR bracket," then actually make those brackets mean something. Tighten up matchmaking. If that means that SEAL Team SWF ends up sitting in 30+ minute lobbies waiting for Lilith Omen or a comp Nurse to come available, then so be it. But as long as matchmaking remains this loose, then "proper MMR brackets" mean absolutely nothing.
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@CrypticGirl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942284#Comment_3942284
You've got a couple of basekit Killer buffs coming right up in a couple of days.
- The new spawning rule will make all Survivors spawn together in one area of the map. That'll make them a lot easier to find.
- The "new and improved" afk-detection will make it incredibly easier to find Survivors throughout the match. No more hiding Survivors!
Survivors can bring an offering to guarantee that they spawn on 4 separate gens, meaning that the killer offering is now absolutely required for all trials.
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@Elan said:
Not sure, whether removing traps from map tracking is fair. Other than that agree.
How is that unfair? No other killer has their power taken away by survivor items. Wraith and Nurse no longer get burned by flashlights.
As a Trapper main, if I see a map in a lobby, I just lobby dodge. There is literally no point in playing a match where one survivor can see all of your traps and relay this info to his buddies.
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@imabakedpot8o said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942146#Comment_3942146
shack is not broken xdd also yes, leaving chase is a thing a lot of low MMR players dont know how to do and call for nerfs to gen speeds and vault limits because they dont know how to patrol gens and put pressure on a team of survivors lmao. Doesn't need nerfs, just get better honestly..
Shack is why M1 killers are virtually unplayable lol. It's an extremely strong tile.
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@UndeddJester said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3942300#Comment_3942300
Well, agree with that observation, though those add-ons are the higher rarity versions of the add-ons/effects being added basekit. Given those add-ons are now partially basekit, it would be a reasonable expectation for those add-ons to be nerfed accordingly.
I think you're missing the point. You could play that way NOW. Right now, I could load up Trapper, give him coffee grounds and trapper tools, and drop traps in a little over one second and get 12.5% Haste for 5 seconds. What keeps me from doing that is the unavailability of traps and 5 seconds of haste just isn't QUITE enough to guarantee a hit.
As a Trapper main, I hate that all of his proposed reworks try to turn him into a chase killer. He's not a chase killer. He's a setup killer. You want a real Trapper rework that keeps his identity? Here you go:
- Make his traps blend in better based on what map you're playing on. Right now, he's extremely map dependent. Maps like Eyrie or Ormond have his traps sticking out like sore thumbs.
- Don't let survivors disarm traps for free. Make them rummage through tool boxes (conveniently spaced around the map) for 20 seconds to get a special Trap Disarm Tool. Then, and only then, can they disarm ONE trap. If they want to disarm another one, they have to go get another Trap Disarm Tool. It would make survivors have to think twice about if they want to disarm a trap or if they want to try to play around it. It would also not allow one survivor to just follow Trapper around disarming his traps and taking away his power, while giving Trapper some much needed passive slowdown.
- Traps no longer randomly spawn. He can carry two traps, and place those two traps, then he goes to a locker to get more. Once he has 10 traps placed, reloading at a locker would destroy old traps to make room for the new traps that he just got. You're still having to manage your trap economy, but you're not hoofing it around the map to get your power back.
- The trap escape time you suggested is good. Nothing more annoying than seeing a survivor get trapped, then escaping in two seconds.
- Give him a 10% Haste buff while a survivor is trapped in a bear trap. This lasts for 2 seconds after all survivors have escaped from their trap.
- Remove the ability of the map item to see Trap auras.
This proposed rework would make traps actually threatening again. Harder to see, harder to remove, and more deadly when stepped in. It would also fix the most annoying part of his power, which is collecting traps from around the map. Would he still be a weak killer? Yup. Setup killers often are pretty weak in modern DBD. But it would bump him out of D tier into high C tier while keeping his identity intact. If you buff the haste, then the haste becomes his power, not the traps.
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With this proposed rework, Trapper's new best addons would be Coffee Grounds and Trapper's Tools. With those, you'll set a trap in about 0.8 seconds and get a 10 second, 15% Haste. 3 stacks of PWYF on command.
His new gameplay loop would look like this:
- Chase survivor to loop
- Drop trap to make loop unplayable.
- If they stay, they get trapped and insta-downed.
- If they leave, use 15% Haste to catch up and try to get a hit before the survivor reaches another loop.
- Rinse and repeat as needed until downed.
I think there was a killer who would chase a survivor to a loop, press M2 to make that loop unplayable and get Haste, then use that Haste to get a hit. And I'm pretty sure survivors hated that character so much that Behavior nuked her from orbit 9 months ago and have barely started rebuilding her. I'm fairly certain that survivors despised the way that with a single M2, they were forced to leave the loop and were constantly put into lose/lose situations with little to no skill expression.
And make no mistake, this rework is just Skull Merchant 2: The Skullening. Not only does it completely destroy Trapper's identity as a setup killer, it turns him into a more powerful version of the most hated killer that Dead by Daylight has ever seen. Instead of causing an injury with his M2 on survivors who played at a loop, he'd get a down. Instead of a small Haste buff, he'd get Bloodlust 3 for 10 seconds.
For how much everyone hates Skull Merchant, it's odd that people keep trying to turn Trapper into another Skull Merchant.
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941962#Comment_3941962
It's not a buff, it's a change coming to aolease the killers and not survivors. Scroll through any discussion on the internet and you'll see which side is celebrating these changes.
Unhooking yourself is an exploit? I've heard it all
I'm sorry, do you think that a survivor being unable to make the game a 3v1 at first hook… is a killer buff? Are we being serious right now?
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Basekit Lightborn would just be… flashlights are pointless items that do nothing lol.
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941942#Comment_3941942
Comparing apples to oranges. You guys love mentioning that the game is asymmetrical until it suddenly doesn't fit the argument.
How is it different?
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@Princeharlequinhq said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3927293#Comment_3927293
Typical Mandy response. Way to have empathy in a two sided game… jesus
She claims to "play both sides," yet when the topic comes up of who she mains, she'll say Claudette(?) with the zebra pants and the dev badge.
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@RJoyYourJoy19 said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941922#Comment_3941922
No they won't. You can't force someone to play a match they don't wanna play and these unnecessary preventions won't do anything other than making survivor players more frustrated with the game than ever.
Sure you can. Some days I'll burn through my "free" dc and even my 5 minute dc early in the day. Then I'll have to think to myself: "Is this match more miserable than sitting in the lobby for 15 minutes?" the next time I feel like going next. Killers do this all the time. It's time for survivors to make that same choice.
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Double Post
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941671#Comment_3941671
However, I regularly have to play against players who ARE. I regularly go against survivors who crank gens in under 5 minutes and juke me out of my shoes regularly.
And this:
My only hope, when I'm faced with these players, is to force a tunnel and maybe scum out a draw if they get too cocky and altruistic. That's it.
Is you maintaining that exact problem. You are able to admit that they are outplaying you, but then you pull out tunnelling as a means of securing a draw or better, at which point, the MMR has no indication that these survivors were above your skill level.
You are messing up your own MMR by using these tactics to force wins that you, skill-wise, shouldn't be getting. As a result, you get stronger opponents, and thus become -more- dependent on tunnelling.
However, if you take away even that small sliver of hope for a draw or win, what am I left with?
Your own actual skill. Your macro, your micro, your game sense, your intuition, your twitch reflexes.
And yes, after getting boosted by these tactics to a higher MMR bracket, losing that support will likely cause you to take a tumble down the ladder, but eventually the MMR should settle you in a bracket where you can comfortably and confidently face off against survivors that you can beat with multi-hooking.
But it does require that you do not tunnel/camp/slug to get kills outside your skill bracket.
However, what's not fair is to throw me to the wolves, then take away any strategies I have of actually fighting them off.
You tunnelled, camped and slugged your way into the wolves' den. If you're not ready to play with the wolves, don't do that.
There are so many problems with this post.
MMR is a joke. You keep bringing up MMR as some Holy Grail. In reality, matchmaking in this game is so loose that MMR might as well not even exist. In back to back matches, I'll play against SEAL Team SWF with 5k+ hours apiece, then against a bunch of baby survivors that don't combine for 500 hours. I went up against my first comp team my very first week of playing the game. I was backfilled into their lobby and got my butt handed to me. What, had I already "boosted" my way into Top MMR in my first ten hours of playing?
I could probably get 4e'd a thousand times in a row, and I'd still be going against the exact same survivors I am now. The idea that I've "boosted" my way into an inappropriate MMR is absurd, because after a minute or two of queueing up, the system just grabs a random killer or survivor to slot into an empty slot to get a match going.If you want to make MMR actually mean something, then I'm all for that. If losing my butt off for a couple of months meant I'd never have to play against these SWF squads ever again, I'd do it in a heartbeat. Let these hardcore squads sit in a lobby for half an hour while they wait for Lilith Omen or Hens to become available. But that's not how it's going to work. I'm still going to go up against these same teams, I'm just going to do so with fewer tools at my disposal to even further guarantee that I'm getting my teeth kicked in.
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As a Trapper main, I hate this with the burning fury of a thousand suns. I'm surprised that you put so much work into nerfing arguably the weakest character in the game (besides SM, obviously.)
You seem to recognize that Trapper is fundamentally flawed, but you don't see HOW he's flawed. Here's how Trapper is actually flawed:
- Trapper is the only killer that has to tour the entire map in order to have full access to his power. No other killer, even other trap killers, has this problem. This means that Trapper is much slower at setting up his power than even the other "slow start" killers like Hag or SM. He has arguably the slowest start of any killer, almost necessitating Corrupt as one of his perks. Even then, he is still too slow at the beginning of the game. It also often results in him never getting all of his traps. In any given game, I'll usually only ever get to 5-6 of his traps. The other 2-3 are near gens that are too far away.
This results in a killer that only has access to his already mediocre power very sparingly. - Survivors have full control over his power. Having just one survivor keep eyes on Trapper and either disarming traps or relaying trap info to their team makes him a powerless M1 killer and there's really nothing he can do about it. Without bloody coil, an Iridescent Addon, survivors can make him an M1 killer for free.
Your proposed rework does nothing to alleviate either of these core problems, and instead makes them even worse. In your rework, I'd still have to walk around the entire map as a 4.6 to gather my traps. Not only that, survivors can just… destroy my traps, making me do it over and over again lol.
Trapper HAS to have a trap at shack. It's not optional. If he doesn't trap shack window, he will be juiced around that tile for minutes at a time. I always have one on the outside of shack window (and/or the pallet, if it's still up.) Yes, it gets disarmed 4-5 times, but it's not there to catch unwitting survivors, it's there to make them leave and run a tile I can actually play at. Any time that a survivor runs to shack, I'll rearm the inevitably disarmed trap at shack window, and the survivor is forced to leave. Everyone knows there's a trap there, it just becomes a question of: Who's touched it last, their buddy or the Trapper?Shack isn't the only trap that really isn't optional. GoJ, you trap the main building window. Otherwise, you just have to drop any chase that goes to main. Farm maps, you trap the vault on the tree loop. Autohaven, you trap the bus. You just do. Otherwise, you'll get juiced at these tiles by any survivor who knows how to play at all.
So I'd have to keep a few traps on me in case a chase goes somewhere I just can't play at as an M1, instead of setting them at the beginning of the match and rearming them as needed.
So let's look at your rework and see how you exacerbate Trapper's core problems:
- I'd still have to traipse all over the map to collect traps. Not only that, but I'd have to do it regularly throughout the match as survivors destroy my traps. I'd have even fewer traps to play with, because I'd have to keep traps on me to replace the non-optional ones survivors destroy.
- Survivors would have even more control over my power. Not only can they make a trap I placed useless, they can make it disappear entirely and spawn halfway across the map, with only a ten second interaction with literally no downsides. A survivor that follows me around the map could still force me to be an M1 with no power the entire match, except now they can do it even worse.
And really, all I'd get in return is one second off of picking up traps and a small, 5 second haste when I do it. That's it. My already weak power is getting WAAAAY weaker in return for a 5 second stack of PWYF if a survivor happens to run towards a loop I've trapped that the survivors haven't found and disarmed yet. Are you serious? That's your idea of a Trapper "buff?"
- Trapper is the only killer that has to tour the entire map in order to have full access to his power. No other killer, even other trap killers, has this problem. This means that Trapper is much slower at setting up his power than even the other "slow start" killers like Hag or SM. He has arguably the slowest start of any killer, almost necessitating Corrupt as one of his perks. Even then, he is still too slow at the beginning of the game. It also often results in him never getting all of his traps. In any given game, I'll usually only ever get to 5-6 of his traps. The other 2-3 are near gens that are too far away.
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@NarkoTri1er said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940542#Comment_3940542
but why are we implementing further anti-tunneling, anti-camping and anti-slugging changes without pushing SBMM changes through first? I mean these strats are already extremely situational in actual high skill levels
Because that's how BHVR does balancing. They only care about killer QoL when enough killers stop playing that it affects survivor queues. That's how it's always been done. That's why we got 6.1 with faster gen kicks and longer gen repairs, etc. Because before 6.1, killer was so miserable that survivors started seeing 15-20 minute queues. Which is exactly what's going to happen once all of these survivor buffs start rolling in.
Instead of "losing their way into a proper MMR over the course of weeks or months," a lot of killers are just going to play survivor or stop playing. And it won't be a conscious thing. They'll see DBD in their Steam Library or PS desktop, think about playing, maybe even boot it up. Then they'll get 4 outed and bagged at the gates, remember why they don't really play the game anymore, and go play something else.
And after 6 months of slowly hemorrhaging killer players, survivor queues will start to hit 10+ minutes, and BHVR will do an emergency killer buff patch that survivors will complain about for the next three years as the cycle repeats.
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@Firellius said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941644#Comment_3941644
If you take a killer and put them against survivors of equal skill, that killer is losing trying to multihook 8/10 times. Because it's objectively bad. Leaving 4 survivors alive for an extended period of time, is bad.
Again, it's bad in comparison to game-breaking tactics that have been wreaking havoc on this game since its inception.
You have no leg to stand on when trying to judge the method on its own merits, because you, yourself, have refuted the concept of killer skill entirely, so how do you know when a killer is matched against survivors of 'equal skill'?
It's like @crogers271 said, it's backwards reasoning.
'Good survivors are unbeatable, ergo, if the killer won, the survivors must not have been good'
I am asking for the betterment of the game by saying "Hey, we should make both sides feel better to play, instead of just one" like a normal human being would.
The problem is that your one complaint is that you lose sometimes, and you're turning a blind eye to several years straight of patches almost exclusively aimed at making killer gameplay better, to focus on the one instance of survivors getting something and demanding 'equality'.
The developers have literally said that they muck up the balance in favour of killers and your primary complaint is still about losing. The changes announced are only the second time the developers have attempted to tackle a problem that's been kicking around for NINE YEARS and you think killers are hard done by?
Not to mention that what you are arguing for is to take an already skewed balance and skew it even further. That's not 'making both sides feel better to play', that's just plainly bolstering one side at the express expense of the other.
And again, you complaining about losing too much when you also hold that your skill doesn't matter makes your complaint entirely dismissible. You shouldn't win 'consistently' if you refuse to consider your own gameplay and your own skill.
Ok. Let's say you're right. Let's say that I, with my 1200 hours and hundreds of dollars on characters and skins in this game, am actually a terrible player. Maybe you're right. It's not a stretch. I'm certainly not elite.
However, I regularly have to play against players who ARE. I regularly go against survivors who crank gens in under 5 minutes and juke me out of my shoes regularly. My only hope, when I'm faced with these players, is to force a tunnel and maybe scum out a draw if they get too cocky and altruistic. That's it. That's the best case scenario. Most of the time, when I face players of that caliber, I just get bagged at the gates. Which is what should happen. They are objectively better than me, and so should beat me most of the time.
However, if you take away even that small sliver of hope for a draw or win, what am I left with?
So if they're going to take away tunneling, slugging, and all of these other "toxic strategies," then don't pair me with survivors I have no hope of beating. Tighten up matchmaking so I only go up against survivors at my "skill level" that I can reasonably compete with. I'm not expecting to win every match, but I should have a fair shot at winning every match. And if that means that these juicer squads end up with 30 minute queues while they wait for Lilith Omen or some comp Nurse on a win streak to come available, so be it.
However, what's not fair is to throw me to the wolves, then take away any strategies I have of actually fighting them off.
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@subdl said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941616#Comment_3941616
I agree.
This “ritual” of being taunted from the safety of the exit gates after a loss is more mentally exhausting for killers than the loss itself. In fact, I’ve heard countless stories of players quitting killer altogether and switching to survivor-only because of this.
That said, I’ll admit something personal: it was precisely because of this kind of humiliation that I developed a fierce determination to get full kills at all costs. And that, in turn, made the victories feel all the more satisfying.
In that sense, I had accepted even the “miserable loser experience” as part of what makes DBD a PvP game.But the introduction of the Abandon system has completely destroyed that balance.
Downing all survivors, hooking them one by one, and ending the match with a final mori —
that small “ritual of the victor” has now been permanently erased by the developers, never to be experienced again.To repeat, in the current state of DBD:
- Survivors can still taunt to their heart’s content when they win, and go next instantly when they lose
- Killers, even when they win, are stuck cleaning up after AI bots — and when they lose, they endure the same humiliating routine as always
—leaving killers with nothing but unsatisfying outcomes, no matter how the match ends.
Survivors are now fully liberated from the sting of defeat, while killers are stripped of the satisfaction of victory.If this is what the developers truly consider a healthy direction, then it’s clear: they’ve decided to chase out killer players who care about winning from the game itself.
I 100% agree. And that's not taking into account that Mandy on a thread about Phase 2 literally said that when all the anti-everything patches come through that:
"Killers who've reached a higher MMR by using these strategies, will slowly adjust to an MMR where they're more able to compete without them, same for Survivors with the extreme hiding. Their MMR will all balance out."Read: Yeah, you're going to get pummeled over and over for weeks on end while getting bagged at the gates every match, but eventually you'll lose your way into an MMR that more suits your level. Except our matchmaking is so lenient that you'll still have to go against those same juicer squads at your new, "proper," MMR, you'll just have fewer tools to do so. Because there aren't enough Lilith Omens or comp Nurses to go around, and we can't have survivors sitting in a queue lasting longer than a minute or two, can we?
Between the lack of a satisfying win, and repeated humiliation ritual at the gates, and the fact that wins will apparently be way less common than before, "until my MMR settles," if things play out the way I think they will, a lot of killer mains are either going to swap over or just drop the game.
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@Mandy said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3940423#Comment_3940423
Exactly this tbh, Killers who've reached a higher MMR by using these strategies, will slowly adjust to an MMR where they're more able to compete without them, same for Survivors with the extreme hiding. Their MMR will all balance out.
Two things wrong with this:
- Do you honestly think your average killer main is going to get pummeled over and over and over and keep playing until they "slowly adjust to an MMR where they're more able to compete without them?" How long will that take? Weeks? Months? I'm truly asking a question. Do you honestly think that your average casual DBD player is going to just… lose 8/10 games for weeks or months on end while getting bagged at the gates repeatedly and keep playing the game?
- None of this actually matters because MMR is a joke. In back to back games, I can go against the sweatiest 4 man juicers with 10k hours apiece, then go against a squad that doesn't have 1k hours combined and wouldn't work a gen if their life depended on it. So if this is the route you're going to take, and the attitude that BHVR is going to have, then at least tighten matchmaking so that if I'm deemed "not good enough" to face these kinds of survivors, then I never have to actually play against them. And if that means that these juicer squads have to sit in queue for 30 minutes waiting for Lilith Omen or a comp Nurse because there aren't any killers that are "good enough" to face survivors of that quality, then so be it.
But we all know what's really going to happen. You're going to take away any chance I have of actually facing these kinds of squads or snowballing my way into a 2 or 3k, but still leave matchmaking as it is so I still have to play against them… even after my "MMR balances to its proper level."
- Do you honestly think your average killer main is going to get pummeled over and over and over and keep playing until they "slowly adjust to an MMR where they're more able to compete without them?" How long will that take? Weeks? Months? I'm truly asking a question. Do you honestly think that your average casual DBD player is going to just… lose 8/10 games for weeks or months on end while getting bagged at the gates repeatedly and keep playing the game?
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941585#Comment_3941585
Multi-hooking is viable. Nothing has changed to make it not viable. Second chance perks only, under normal circumstances, come into play if you're tunneling.
Someone who has OTR or DS cannot do anything to progress the objective or assist their team in any way without losing the benefits of the second chance perks. We are long past the days of old DS where survivors could work on gens with DS active.
I can see how you might think multi-hooking isn't viable if you watch big name content creators with thousands of hours, but they don't represent the average player who likely has somewhere between 200 and 1000 hours. For the average player, multi-hooking is perfectly viable. Almost every match is winnable and largely depends on your own skill.
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941589#Comment_3941589
If it relies on a luck system, that would make it a matchmaking problem. Multi-hooking is already viable for the average killer, because the average survivor makes a lot of mistakes. They're less sure of themselves in chase, which makes them easier to mindgame and zone which results in shorter chases.
Lol. Come on. When I had twenty hours in the game I got matched up with a 4 man that had twenty THOUSAND hours in the game. Matchmaking is largely a joke.
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@Kaitsja said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3941593#Comment_3941593
It's only humiliating if you're so insecure you can't handle the idea of losing a match.
Come on. You and I both know that it's not about "losing the match." It's about the humiliation ritual of having to walk halfway across the map, get tbagged while survivors are 100% safe at the very edge of the gates, and they force you to hit them twice apiece while they still tbag, then walk all the way across the map to the OTHER gate and repeat the process with the other two survivors at the other gate. It's 100% a humiliation ritual that almost every survivor forces any killer they beat to go through.
If I lose a game, almost every time I either have to have the loss repeatedly rubbed in my face, or I have to sit there for 1 minute and 59 seconds because survivors will absolutely wait the entire two minutes for the chance to get a bag in. Honestly, survivor gate tbagging is why I always play to win in every match and never follow the "rulebook." Survivors are going to be toxic no matter what whether I win or lose, so I might as well win.
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You're looking at this wrong.
There are four survivors in a match, and matchmaking is virtually nonexistent. One bad survivor is enough to throw the game. If they go down quickly and the other survivors need to expend resources and time helping them, or taking hits and downs to get them off hook or keep them standing, then that survivor is why you lost the game. If that survivor is off crouching in the bushes because they're on death hook while the rest of your team is running around massive dead zones because that one bad survivor pre-dropped every pallet against a Bubba or Billy, that survivor is why you lost the game.
If that bad survivor gives the killer a free down because they tried to sabo right in the killer's face or went down trying to body block the hook when the other survivor had no chance of wiggling, that survivor cost you the game. I've snowballed an entire game off of one survivor, while injured, stubbornly trying to flashlight save their teammate through Lightborn. She just stood there while I marched right up to her and knocked her down. Boom. Two basement hooks at four gens. Game over, I win. It doesn't matter how well the other guy looped, or how well the other two can play. I can just camp the basement and win the game.
That's how team games work. You're only as strong as your weakest link. It's part of what makes SWFs so powerful. It's not JUST comms. If you know each member of your team is good and will do gens, on top of bringing a decent build, then you have a much better chance of winning.
That's why killers say that "bad survivors are the reason solo q sucks." Four decent to good solo q survivors can win, even against a decent killer that's tunneling. It's not guaranteed, but there's a fair chance of winning. Three decent/good survivors paired with a bad survivor is probably going to lose. That's what happens when you prioritize speed over accuracy in matchmaking. Sure, sometimes you and your squad get to stunt on some baby killer. Other times you get paired with a Sable who runs to the basement to self heal every time they get injured by Legion.
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@Abbzy said:
Like 1 in 5 games I see one of these offerings plus RPD and sometimes Badham.
Cant wait next update when this tortue will end and offerings will be 20% chance instead of 100%.
Then the required killer offering will swap from a sac ward to a shroud to cancel out the survivor shroud.
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938995#Comment_3938995
Combative tone aside, you are right to an extent. They should improve matchmaking to avoid your situation or let people pick if they want fast or accurate matchmaking as a setting.
I don't think that average players should have to have slow queues to cater to the small percentage of players at the top. Let the people who have boosted their mmr with swfs or Blight streaks have the slow queues while they sweat their butts off so the rest of us can have normal queues with normal games.
If they address matchmaking, then I'm all for removing tunneling, camping, slugging, etc. But if they're going to regularly put a player like me with 1k hours against players with ten times that amount, then they need to give me "crutches" to close that gap.
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@CountOfTheFog said:
I've had 3 Scratched Mirror Myers in the last 24 hours that didn't use a map offering.
Two of the matches played out in Midwich and one in Hawkins.
Do you think it's possible the odds of indoor maps for Myers players that use that add-on increase since map offerings will be decreased to 20%?
There's a challenge to hit survivors after revealing their aura. I used Wraith with aura reading add-on to do it, but Scratched Mirror works as well.
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I actually think they're going to lower his Undetectable. He gets like 15 seconds basekit just for using his doors.
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@Sarrif said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938631#Comment_3938631
There's several methods one could do but ultimately the thing worth noting is that if a killer is camping then odds are they are out of their MMR bracket and should be loosing matches to go against survivors at their skill level. As it stands camping and tunneling is so effective killers can easily go thousands of matches without losing if they use these sorts of tactics.
Easy solution, make kindred basekit to help soloq survivors coordinate better. Part of why camping is so effective is that if two or even all three survivors come to save it's a massive blow to survivors due to all the wasted time. If people can see no ones in chase or the killers aura at hook that would let survivors know they need to do gens and at the last second trade.
Another solution is to gradually increase the anti-camps radius over time and disabling all killers powers if they linger around hook for more than a few seconds so they just become an m1 killer. This would effectively solve the issue of how it's impossible to save against instadown killers like leatherface.One last possibility would be to remove the endurance off hook and simply make it that the unhooked survivor is completely undetectable and invulnerable for 15 seconds or until they do something. This would drastically improve survivor game play and only punish killers who are in the wrong MMR bracket for their current skill level which in turn helps killers who don't understand basic fundamentals and rely on crutch mechanics.
Then they should tighten up matchmaking. Yes, these 40k hour 4-stack squads that can slam gens in four minutes or less are absolutely better than me and my only hope of drawing/winning is either tunneling someone out or getting a lucky snow ball. Otherwise, I'm likely getting 2 hooks and bags at the gates.
If you're going to take away literally all of my "crutches" to even hope to compete against these people, then I should never have to face them in the first place. If that means they sit in matchmaking for 20-30+ minutes before they get a 10k hour comp blight that's "on their level," then so be it. However, queueing me up to get my teeth knocked in, with no hope of competing, is not okay.
As matchmaking stands now, I could lose 50 matches in a row to "get to my proper MMR bracket," but still be put up against these players if there aren't any comp Blights or Nurses available. I remember my FIRST WEEK of DBD, when I had like 20 hours in the game, getting put up against multiple teams that had a hundred times the hours I did.
Your appeal to "they're out of their MMR bracket" is a joke. MMR is useless, because matchmaking just grabs a random person if the survivors are in queue for more than a couple minutes.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938484#Comment_3938484
‚we‘ don’t make exceptions for arachnophobia
I have asked for modes for Emetophobia and coulrophobia for a Long time here on the forums.
and no, I don’t See how it’s completely different tbh.They have the ability to accomodate phobias Like these three mentioned easily. Why do you feel the need to gatekeep these?
Because it's a horror game and a spider killer would be freaking cool. That's why.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938472#Comment_3938472
if they cant cater to every every vision or hearing impairment then they should cater to none. Since they cant cater to fully blind bor deaf people i guess we need to say good bye to the already implemented accessibility features.
who is allowed to making up these rules again?That's different and you know it. They can't cater to blind people because it's a visual medium.
However, catering to a phobia is a stylistic choice. Plenty of people are terrified of clowns, yet we have a clown killer. Plenty of people puke when other people do, yet we still have Plague. Why are we making exceptions for people who are scared of spiders?
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While I tend to agree that ST is a power crept Xeno, I will say that Xeno has the best basekit info of any killer in the game. They essentially enter a tunnel and get Spirit's mother/daughter ring and can scout the whole map in a matter of seconds.
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The power is cool. The killer himself is super lame. Everyone kept telling me that it would actually be really cool, "it's not just an animatronic rabbit, honest!" In actuality, it's just an animatronic bunny rabbit.
The power is cool, however. I'll probably pick him up, but I can't see myself ever purchasing a skin.
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@Mooks said:
https://forums.bhvr.com/dead-by-daylight/discussion/comment/3938372#Comment_3938372
🙄
It’s no where stated that they haven’t added a Spider Killer because of arachnophobia. Assuming that based on the tweet is already irrational..
and obviously they cant address every single phobia in existence as phobias can be literally triggered by anything
Is it really that hard to react rationally about a possible and only optional feature that would make a videogame accessible or let it stay so to some players without affecting anyone else?If they can't cater to every phobia, then they should cater to none.