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Thoughts on how good the Trapper is after some time?
Comments
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Hes in a way better position than before no doubt. I made a post already in the Balance Feedback but i will repeat it here:
Remove 1 Trap from the map and give it to Trapper by default, and give him the ability to reset disarmed Traps while you are at max capacity, then Trapper will be open for way more creative builds and may even be good enough for the high ranks.1 -
@ChesterTheMolester sounds good, if they gave all of trappers traps in his hand by default like the hag, he could be just as strong. Balancing would be needed for #of traps of course, but it could put him at the top0
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If the Trapper started with all traps in hand, then surely he wouldn't need the faster movement speed at all times; only for ~10 seconds after a survivor has been trapped so he can try to get to them.
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Nos37 said:
If the Trapper started with all traps in hand, then surely he wouldn't need the faster movement speed at all times; only for ~10 seconds after a survivor has been trapped so he can try to get to them.
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What? I thought Trapper had the faster base movement speed
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Nos37 said:
What? I thought Trapper had the faster base movement speed
Trapper, Clown, Nightmare, Doc in Punishment mode, Myers in EW2/EW3, Wraith walking, Billy walking, Cannibal walking, and Pig walking all move at 4.6 m/sec.
Hag, Doc in Treatment mode, and Huntress all move at 4.4 m/s.
Nurse walks at 3.85 m/s, slower than survivors running.
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He's playable now. By playable, I mean less tedious.
Competitive at high ranks tho ? Meh, not that much.0 -
already a strong killer before the nerf, after it that didnt change. in my opinion a very underrated killer.
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While I DO like him I am having issues with survivors literally running through my traps and not setting them off, or for some reason people somehow vaulting OVER the god damn things when placed on the other side of a window.
After about the fourth or fifth game of this I've basically stopped playing him.1 -
Still bottom tier and barely mid tier with best addons.
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@Hillbilly420 said:
He's pretty much exactly the same. His new Ultra Rare gives him a decent chance but the devs didn't want to listen and fix the two big problems he has:Starts with only 1 trap by default.
Traps don't hold Survivors for very long. Maybe 3-4 seconds tops.
When you have to equip TWO Ultra Rare's just so a character can stand a chance then you know you ######### up. At least you'd think they would realize they ######### up...
@Hillbilly420 said:
He's pretty much exactly the same. His new Ultra Rare gives him a decent chance but the devs didn't want to listen and fix the two big problems he has:Starts with only 1 trap by default.
Traps don't hold Survivors for very long. Maybe 3-4 seconds tops.
When you have to equip TWO Ultra Rare's just so a character can stand a chance then you know you ######### up. At least you'd think they would realize they ######### up...
not only the two ultra rares. stacking the bags also.
try bloody coil with the purple bag or iridescent stone and put a trap under the power switch for the gate the first chance you get. its like noed.
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i would say the trapper is mid-tier a worst now.
some mixes with bloody coil, iridescent stone, and stitched bag, especially bloody coil and iridescent stone together and i would argue that he can possibly be the strongest killer in the game.
i start the match trying to trap as many pallets as i can. and its whether or not i stumble across someone that i'll go for a chase. but even if i have only hooked 1-2 people and they have 3 gens done, things can go downhill for them in a hurry!
in situations where you have two people left and 2 or more gens, just go look for the hatch and trap it up.
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His new "Injure-on-Disarm" addon is overpowered. No counterplay to it. If he gets to key spots, such as his totem first, there's no dealing with it. It completely does away with the need for a late game perk like NOED or Remember Me. I was hoping it would make disarming take forever instead...
All I ever wanted for him was faster trap setting, and traps that blended in better.
Post edited by Eninya on1 -
@Eninya said:
His new "Injure-on-Disarm" addon is overpowered. No counterplay to it. If he gets to key spots, such as his totem first, there's no dealing with it. It completely does away with the need for a late game perk like NOED or Remember Me. I was hoping it would make disarming take forever instead...All I ever wanted for him was faster trap setting, and traps that blended in better.
After the first time it happens everyone knows about the add-on and can easily play around it. If someone is injured then they can just go around and disarm traps while trapper is busy.
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