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kennelproud

kennelproud

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kennelproud
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  • I think the most egregious and obvious sign of survivor bias is the Trapper change. Are we to believe that the most pressing issue facing Trapper is how it feels for survivors to occasionally have to try more then 4 ######### times to escape. People being stuck in traps too long was not a ######### problem on literally one of the weakest killers in the game.

    Maybe you guys could look at the having 1 trap capacity at base. Or having to walk around the entire map to collect your goddamn power. Or that said power has the MOST counters bar none in the game: Saboteur, Small Game, OoO, Map w/ Red Twine, Rainbow Maps, toolboxes, map offerings to indoor maps, deadhard, being able to just disarm them...

    Or maybe the ######### jaws addons. All of them are worthless. I dare you to argue otherwise.

    Yeah what Trapper needed was to feel less frustrating to survivors in an extremely uncommon scenario.

  • 45 secs before being able to recall Victor is way too long. 45 secs is most of a generator in this game. I don't think they understand just how important time is. Given everything else they have done with the killer I think they intend you to make sure Charlotte and Victor are always close to each other. If that is the case why a 45 sec wait time to get Victor back?


    The Twins are really weak right now. The locker fix is welcome but should have never been the case from the beginning, the exit blocker is welcome but should have never been the case, the Victor recall is welcomed but should have never been the case. So many of the problems with the new killer belie the developers understanding of the game. And the fact they are putting out the new content half baked is embarrassing. They need to cool their jets. We don't need new content. We need the content we have to work and we need them to actually spend time on this content to make it worth while.

  • The thing about Brutal Strength is that you will always get use out of it. It is a very consistent perk. It works on so many actions and allows you to eat pallets and be done with them. The game is about time and resource management. Every sec and pallet count.

  • Easy question. Because it works. Because the goal of survivors is to survivor. There is in fact a fat incentive to do so. One whole category of survivor points is almost entirely earned by getting out the gates. The Survivor category has precious few ways to meaningfully earn points in it, outside escaping. A whole 5k of the total 8k come from escaping.

    The problem is that earning enough points as a survivor often requires that one survivor do a disproportionate amount of the work. Often times some people will not do much but will escape and get the fat bonus. There needs to be other ways to earn points and better objectives that allow survivors to get points EVEN if they don't escape. Right now it's just extremely effective to smash gens. Once they're done the power is in the hands of the survivors.


    I mean for killers it's camping/tunneling that while unpleasant are nonetheless effective. I've gotten quite a bit of flak for throwing people in the basement as Trapper and setting up traps all around it. But I mean it works?

  • Yeah. I agree. The multiple ranks of perks simple makes getting into the game difficult or playing new killers very painful. I think there is a sufficient grind in the game as is. It's not as if I'll stop getting and spending blood points. After all add-ons are a thing. Offerings are a thing. These are plenty good reasons.


    But perks are pretty crucial to the game and it feels bad to not have the ability to create builds because you don't play these game for a living.

  • So we agree this event is crap right? Does this feel good? Is this exciting or enriching to the experience of DBD? Or is it naked corporate marketing at the expense of the players?

  • The problem with Trapper is that he is a set up killer in a game where the survivors can do every gen in 5min. This game aggressively favors killers with one shots, high mobility, or unique mobility. This is a game where if you don't find and down someone in less than a minute you can lose.

    Trapper CANNOT be fixed without a complete rework. He has more counters than any other killer. His traps are easily spotted, have little to no risk to being disarmed unless you put a iridescent add-on in the mix, must be collected, and he can be harmed by his own traps.

    Here is a specific list of ######### that renders Trapper weak:

    • Maps with the ability to track killer belongings.
    • Small game.
    • Slippery Meat.
    • Dead Hard over traps.
    • Indoor maps.
    • Traps must be collected from across the map
    • Traps are incredibly bright
    • Traps can not put survivors into the dying state without an add-on
    • Trapper can only carry 1 trap base making bag add-ons a must have.
    • Trap hit boxes are wonky and he can step in his own traps.

    He is incredibly weak and dated. It's a joke that he has been left as he is for so long. I mean for ######### sakes you don't even need a tool box to disarm his traps. You at least need a flashlight for Hag.

  • "Okay how about:

    Monstrous Shrine:

    After hooking 4,3,2 survivors..... the next survivor you hook will be sent to the basement..... and the same percentages can be in there as well......"


    That's very interesting. Very interesting.

  • So the nature of the game is such that the basement in it's own right is very powerful. Getting dropped in the basement at all regardless of whether the killer has MS or not usually means very bad things for you and you team. Especially against killers like Bubba, Trapper, and Hag.

    So a rework or buff of this perk should come at it from the angle of facilitating the use of the basement by the killer and synergize with perks used by basement builds. Here are my ideas in this vein

    Basement hooks are always visible to the killer.

    Survivors in the basement always here the killer's heartbeat as if the killer was near them.

    Gain 1 token up to a max of 4 for each new survivor hooked in the basement. Each token increases blood points in the sacrifice category by 25%

    These changes would allow the killer to better plan and get right to work setting up the map to work around their basement. It would also make it difficult for survivors to determine where the killer is when in the basement. And when combined with perks like Insidious could add further confusion.

    Finally a point buff would be that little more icing on the cake for pulling a tricky gameplay style and adds a reason for there to be more then one rank

    Other buffs or ideas that could replace these or be added if need be are: any survivor in the basement is afflicted with the blindness status until they leave. Entering the basement causes a survivor to scream (like the Doctor's madness) this can only occur once ever 60/45/30 secs