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Trapper Buff
Base kit: Increase starting traps to 2, carrying capacity to 3.
Can press the secondary ability button to rearm a trap on the floor (cntrl on PC)
Addons:
Brown Trap Bag: +1 Start Trap
Yellow Trap Bag: +1 start trap +1 capacity
Purple Trap Bag: +2 Starting Traps +1 Capacity
Remove Longwood Dye (to maintain Addon formula)
Make Tar Bottle Yellow
New Green Addon: Wide Sole Boots
description: These boots have a Wide Sole to distribute the wearer's weight
effect: The trapper will not trigger his own traps when stepping on them
Comments
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This seems like all-around a buff to Trapper without any downsides, which may be justified if he's under-performing. I think any changes to a killer should keep survivors in mind however, you can't buff one without ending up making the other side worse-off. Making Tar Bottle a yellow add-on might make Trapper far too difficult to play against for newer players, would be my concern, since the traps would be nearly invisible in a lot of areas.
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I'll be honest. Trapper is only good against players who have just played their first few games. He usually has basically no luck as anything but a basic M1 killer past rank 18 or so. He needs the buff across the board, especially since survivors who can find his traps can just disable them without any downside.
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Doesn't Otzdarva beat Green/Purple ranks with Trapper a lot? I know he's a skilled player but still it seems you are exaggerating Trapper being bad.
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Otz is good enough that he doesn't need his power to beat survivors, if I'm honest. He's done quite a few matches as a no-teleport Nurse, and still pulled the 4K. He's a bit of an outlier, and shouldn't be used as the model for a standard killer player.
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Trapper isn't great as he is now. This will make him a little stronger but it's mostly QoL. The biggest change is really just extra starting trap + Capacity. The addons were nerfed a little to make up for the base increase. The tar bottle being made yellow was to maintain the standard of 4 brown 5 green 5 yellow 2 pink addons for killers. I don't think the tar bottle is strong enough for it to be a big deal but if it really is too much the tar bottle could be made a little less dark (but still darker than logwood dye which did basically nothing)
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Don't think the issue with Trapper is his addons.
The issue is that with each patch, his ability to hide and place cheeky traps is less and less, which makes it harder and harder.
What the Devs need to do is include a lot more grass, more non-obvious trapping spots, like planks of wood you can find in Grim Pantry. I think that will help him fundamentally more than straight buffs or nerfs to his addons.
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The addon work isn't the main part
The main part is base kit 2 trap 3 capacity. Addons were adjusted to consider new base kit trap amount and I decided since logwood dye is useless it could just be replaced by a more useful addon.
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I think base-kit 2 traps would make Trapper really good.
Also, giving each trial a max amount of traps, rather than adding traps based on the bag addons you have. If you take bag addons, you're literally increasing the amount of traps per map, which really shouldn't be the case; a Trapper should have ample traps to use.
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The bags don't add a max amount of traps that just increase the amount you start with and how many you can carry at once. The rework suggests starting with 2 and being able to carry 3. The addons can increase those increasing up to a maximum of starting with and carrying 4.
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