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Only bad part about this design is that it doesn't prolong games hardly ever on anyone other than newbie survivors.
Then why there is "kill with RBT" daily? It is even more frustrating than Hag's "hit after TP".
lol theres a daily for you to open the gate with feng min... does that mean shes the only character that can open the gates?
lern du game dud
A mechanic that has a super severe consequence for not playing around it that likely never shouod go off is fine, its classic good game design. It allows you to force players to push their luck.
It is just that the traps dont do this.
But they aren't good at that because, perhaps ironically, RBTs don't have enough threat to serve their purpose, making them toothless compared to other 'don't do this or I will punish you' mechanics like regular bear traps.
Like I am in 100% agreement survivors should almost never die to RBTs if they are trying to avoid it. But RBTs need to be strong enough to cause people to panic, make bad choices, and ultimately lead to deaths indirectly because the survivor in one is under pressure that is lax enough to let them escape if the killer doesn't turn up the heat, but also strong enough that if the killer does the survivor is in for a really rough time.
With an extremely long time to fire, an easy removal process, saw boxes being too hard to patrol in time to catch the survivor on most maps, counterable by 99%ing gens, instant removal on using the box, ect, they just lack the threat that will slow survivors down.
A really simple change to make saw traps significantly better time wasters would be to make it so they turn on when the equivalent of 100% of a gen was repaired, for example, because now its significantly more likely that the trap is relevant by preventing a costless counterplay option from working, while also not making it so the killer can basically guarentee the kill.