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Update the Trapper

I’m a survivor main and even though I hate seeing all these nerfs to survivors, i believe the Trapper needs a Freddy like update. Why is he called the Trapper only uses bear traps. Not to mention that he can hold one at a time, without add ones. Why not give him multiple types of traps just make a little more interesting. Things such as a hook trap that would give survivors a exultation and blindness or aura effect when unhooking, a trap that would trip a survivor inside of a locker when used, a trap that would block a window or door when tripped. Just a little variety

Comments

  • Waffleyumboy
    Waffleyumboy Member Posts: 7,318

    Oh no. Another lost soul mistaking dbd for a well designed game.

    RELATED: I would like to see a window trap :)

  • The_Second_Coming
    The_Second_Coming Member Posts: 1,110

    I agree. They should give the Trapper instamori landmines.

  • Nah that would be to much unless, that is his mori.

  • [Deleted User]
    [Deleted User] Posts: 5,229
    edited December 2019

    Ahaha I love that idea.

    They don't trap either if you step on one it just goes "Click" and if you step off it then it detonates and just instantly kills the survivor lololol

  • Mister_xD
    Mister_xD Member Posts: 7,669

    here's my 2 cent on this:

    i would hate for Evan to get a full on rework. i love his current power and i would really want him to keep it.

    however, i fully agree that he isnt on a power level he could / should be on.

    however, this power level can be achieved by buffing his power, not fully reworking it.

    i'd do the following:

    1) fix trap hitboxes. the current ones are. too. small.

    2) make the trap escape sequence a set in stone action that requires a set amount of time instead of RNG.

    3) give him all traps in hand at the beginning and allow him to always carry them all. bag add ons would just increase the amount of traps in a trial. rework the trapper sack add on.


    3 quick changes to make him viable, it doesnt take much more.

  • LetsPlayTogether
    LetsPlayTogether Member Posts: 2,117

    Trapper just needs half of his addons being basekit.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,433

    @Mister_xD

    Giving him all his traps from the beginning of the match would be too much. I'd say allow him to carry 2 at base would be fine.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    ive seen that argument pop up quite a lot recently, though i never really understood it.

    would you mind telling me why you think like this?


    cause all this would do, imo, is to allow him to create a quick setup and then start playing normally, just like all the other trap based killers.

    he would also not be significantly stronger with this, as, besides of the quicker start, this would have rather little effect on his overal gameplay. it would just make his power play out more smoothly at the beginning and make it more bearable to move the setup around.

  • PistolTimb
    PistolTimb Member Posts: 1,413

    They should give him 1-2 extra traps at base, and increase the size/hitbox by about 10%. Then I think he might do well more consistently. Not broken but not a chore to play as.

  • Johnny_XMan
    Johnny_XMan Member Posts: 6,433

    @Mister_xD

    For me personally, I feel that it would be too much. His traps being tangible makes them more powerful than any other trap. Since you can Immobilize a survivor while injuring them in the process, I think it would be too much in the sense that they would feel too broken.

    I think he should be able to carry at least 2 at base, but not all of them. Not if they also tweak his add-ons and speed up the animation for setting traps. That's just my opinion from playing him.

    I think many people underestimate how powerful his traps are.

  • Mister_xD
    Mister_xD Member Posts: 7,669

    well, i get that you think his traps are powerful - which they are - but how does that specifically break him?

    as ive said all this does is to allow him to get his setup at the beginning done faster, so he doesnt lose 3 gens in the process.

    the traps themselves would, by just this change, stay untouched.


    every trap based killer works like this, why should the trapper be an exception?

    its not like he could use his traps during chases or anything - well he can but thats a lot harder than Hag or Freddy, whose traps were basically designed to be used in chases.

    even if he had all of them, he'd have 6 available - max. 9 with the bag add ons (he couldnt use them during a chase then though, since he is placing them too slow in that case) - and a survivor seeing him placing a trap can easily avoid the location.

    the only time traps during a chase would be useful is to force survivors from a looping location and in your previously placed setup - which would make the whole "have all traps at hand" thing rather unnecessary.


    and if your concern is that he could get a too strong setup at one location: you can disarm the traps afterall / completely avoid them if you know where they are.

    locating traps isnt that hard to do after all.


    if i missed an important part, please correct me, though i dont believe having that would make him too strong. i just cant see where he'd be over the top with it.

  • S_Panda
    S_Panda Member Posts: 539

    Otz always comments on it (as a trapper main): imagine a trapper gets you in a closed off hook - With all traps on hand he can close off all entrances making it an easy camp halfway across the map and still have traps on hand to trap other places as needed / in mid chase. There's a reason the bag addons are his strongest (along side the tar) and that's allowing him to be versatile in his actions. Even a basement hook requires 3 traps to close it off entirely (though 2 is usually enough) - That requires one of the stronger bags if you're transporting them.

    I don't know how many traps spawn on each map but I believe it's a minimum of 5 so if you have 6 (since we're assuming you still start with 1) you can set 2 decent traps then save the rest for your hook - or even pre set on your preferred hook 1-2 traps and use your other 4 nearbyish and SWF wouldn't be the wiser.