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How To Make The Trapper Good (Power Update, Add-On Changes, Teachable Perk Tweaks)
Welcome all! Writing this in class, as I'm very bored. I thought that I might as well propose some ideas for The Trapper to make him much more consistent and a lot stronger for higher-level play.
A huge problem with Mr. Trap that's pretty much been a problem unaddressed since the game began is the fact that he has way too much counter-play.
Currently Trapper's power can be completely countered in about 6 different ways, those being:
- Basic Disarm
- Toolbox Sabotage
- Small Game
- Object of Obsession
- Dead Hard
- Maps
These are far too many methods of counter-play. Because survivors have so many widely available options to counter the Bear Traps, Mr. Trap doesn't have many options to efficiently catch survivors, also due in part to the extensive period of time it takes to set up in the beginning of each match, which segues into the next issue:
The Trapper's set up is far too long.
The nature of the Bear Traps encourages Mr. Trap to set up in the beginning of each trial, and with the widely spread out Bear Traps, it will take The Trapper a lot of time to traverse the map for each trap and place it in the ideal spot. This is further exacerbated by the fact that without any add-ons, only one trap can be held at any given time.
This essentially forces The Trapper to bring one of his bag add-ons in order to get any good use out of his power, as transporting a single trap at a time is inefficient.
Even if the survivor is caught in a trap, There's always a chance that they could free themselves almost instantly due to the random nature of escaping the Bear Trap. This makes The Trapper's power incredibly inconsistent, and can even prove to be completely detrimental in key moments. There are even times when stepping into a trap has very little consequence, namely, while injured. Since Bear Traps do not further penalize injured survivors, there's no real worry in stepping into them.
So, how do we make The Trapper good? Here's how I'd do it.
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Most killers' powers at least have have cool names. Let's update the name of Mr. Trap's power to be a little more interesting than "Bear Trap". I'll call it...
Power: Bloodied Brass
The Trapper carries large foothold traps, their jaws already bloodied. These Bear Traps can be found in lockers, which will glow yellow when more Bear Traps can be carried.
Hold the Power command to bend over and prime a Bear Trap.
Healthy survivors who are caught in Bear Traps will become injured, and are immobilized until they are freed, struck down by The Trapper, or picked up by The Trapper, resetting the Trap in the process.
- If a healthy survivor frees themselves from a Trap, they will be affected by the Hindered Status effect by 3% for a period equal to the time spent caught in the Bear Trap.
Injured survivors who are caught in Bear Traps will be in dire need of assistance.
- If an injured survivor frees themselves from a Trap, they will be put into the Deep Wound State and affected by the Hindered status effect by 10% until they are healthy again.
- If an injured survivor is freed from a Trap with the help of a teammate, they will be affected by the Hindered status effect by 5% for a period equal to the time spent caught in the Bear Trap.
The Trapper begins the trial with 3 Bear Traps in-hand and can carry up to 4 Traps at a time.
There are 10 total Bear Traps that can be managed in a single trial. Once The Trapper places 10 Traps in the Trial Grounds, he can no longer grab Traps from lockers.
The Trapper can reset a Trap already on the Ground even when carrying the maximum amount of Traps by looking at the Trap and holding the Power command.
Additional Changes:
- decrease trap setting time from 2.5 seconds to 2.0 and increase disarm time from 3.5 seconds to 4.0 seconds
- survivors will have to complete a series of 4 successive and increasingly difficult skill checks to free themselves from the Bear Trap
- failing a skill check will reset the progress of freeing
- the survivor will automatically escape from the Trap after 15 seconds
- increase time to free another survivor to 3 seconds
- sabotaging a Bear Trap costs 20 charges and The Trapper will have to repair the Trap for 5 seconds in order to use it again
- survivors cannot see Traps with maps
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These changes will make The Trapper much more devastating and his presence much more felt, as stepping into a Bear Trap will be much more punishing on the survivors. Adding the Hindered effect to Bear Traps also makes a lot of sense, as it snaps onto the legs of survivors, and will give The Trapper a bit more time to catch up to survivors who free themselves.
Let's move on to the add-ons...
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With the increase to the amount of traps that can be held by Mr. Trap along with the increase in trap amount, the bags can take a backseat to pave the way for something new. A few of his other add-ons could use some changing as well, namely, the Iridescent Stone.
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Add-On Changes:
- Common Add-Ons
- Rusted Switch - Slightly increases the Hindered duration of survivors caught by the Bear Trap. (previously Trapper Sack, which added an extra trap to start and carry)
- Trapper Gloves - (no change)
- Strong Coil Spring - Slightly decreases bear trap disarm speed. Slightly increases Bear Trap sabotage speed. Slightly decreases the time it takes to repair a trap. (previously did not include trap repair)
- Padded Jaws - Bear Traps do not inflict damage to trapped victims. Moderately increases the Hindered intensity after escaping the trap. Grants 100% bonus Bloodpoints for trapping survivors. (previously did not include Hindered)
- Uncommon Add-Ons
- Sharpened Switch - Moderately increases the Hindered duration of survivors caught by the Bear Trap. (previously Trapper Bag, which added an extra trap to start with and 2 extra traps to carry)
- Trap Setters - (no change)
- Four-Coil Spring Kit - Moderately decreases bear trap disarm speed. Moderately increases Bear Trap sabotage speed. Moderately decreases the time it takes to repair a trap. (previously did not include trap repair)
- Serrated Jaws - Survivors caught by the Bear Trap suffer from the Hemorrhage and Mangled status effects until healed.
- Logwood Dye - (no change)
- Rare Add-Ons
- Brand New Switch - Considerably decreases bear trap disarm speed. Considerably increases Bear Trap sabotage speed. Considerably decreases the time it takes to repair a trap. (new add-on, previously did not include trap repair)
- Setting Tools - (no change)
- Secondary Coil - Considerably decreases bear trap disarm speed. Considerably increases Bear Trap sabotage speed. Considerably decreases the time it takes to repair a trap. (previously did not include trap repair)
- Rusted Jaws - Survivors caught by the Bear Trap suffer from the Broken status effect for 90 seconds.
- Tar Bottle - (no change)
- Very Rare Add-Ons
- Wax Brick - Adds two additional skill checks with increased difficulty to attempt escape. Survivors cannot automatically escape. (Stitched Bag replaced w/ Wax Brick, previously rare, previously lowered trap escape chance)
- Oily Coils - Tremendously decreases bear trap disarm speed. Tremendously increases Bear Trap sabotage speed. Tremendously decreases the time it takes to repair a trap. (previously did not include trap repair)
- Honing Stone - (no change)
- Booby Trap Activator - If a survivor steps on the trap, it will not automatically trigger, but they have the option to step off the trap and become injured and caught. While standing on the trap, the survivor is Exposed and can see all survivor auras. Survivors attempting to free their teammate must complete a series of 3 skill checks. (new add-on, replacing Fastening Tools, previously increased trap setting speed, decreased escape speed, and lowered escape chance)
- Ultra Rare Add-Ons
- Iridescent Stone - When a survivor is caught in a trap, all closed Bear Traps on the map instantly become set.
- Bloody Coil - When a survivor interacts with a trap, they will be damaged by one health state.
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These add-ons bring a ton of diversity to The Trapper, giving him some wicked and weird combos and interactions, as well as making them stronger overall!
Finally, to the teachable perks...
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Teachable Perk Changes:
Unnerving Presence - Survivors within your Terror Radius will have constantly triggered skill checks and their success zones will be reduced by 50%. There are no great skill checks.
Brutal Strength - Damage generators and destroy dropped pallets 50% faster. Pick up survivors 30% faster.
Agitation - (no change)
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Tell me what you think! Will these changes make The Trapper more powerful and viable? Do the add-ons sound interesting? Any ideas of your own? Leave some comments, and thanks for reading. :)
Comments
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Not bad, but I think a little on the too powerful side. Hindered is underused in this game, yes, but to inflict it regardless if a Survivor gets free from the trap or not - just to allow the Trapper to tunnel them down doesn't exactly seem fair even if it is logical. It's enough to have skill checks required to break free - but resetting progress and possibly eternally being stuck in skill checks is a little too much I think; even the 15 seconds auto-release is lengthy.
I get the premise though; the Trapper's traps aren't really "scary" enough to warrant worrying about, most just get broken and disarmed or Survivors trigger them across the map from you and you can't get to them in time to free them. But I don't think these changes are how to go about it.
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It looks great, the traps are good without add-ons and with some X add-ons it makes the traps very deadly. But these add-ons that decrease the disarm time have all the same effect with the difference being numbers, so its kinda boring. This brutal strenght with 50% tho, its mounstrous, you will break the pallet in like one second.
Being realistic now, Trapper will be forever like he's because he is the first killer every new killer that join the dbd will play, and your Trapper rework against new survivors would make them be frustated with the game. But good Trappers can overcome his weak points and turn him into an strong Killer if you know what you're doing.
I love playing Trapper, it forces you to play strategically and be aware during the entire match, cuz if you don't, you will lose very badly againt good survivors. Most people who plays Trapper (including myself) just asks that he can at least carry more traps by default, like 3 or 4, because having to use add-ons just to be able to manage traps from their places is ridiculous.
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The Trapper can still place 1 trap at each Exit Gate and laugh at the last remaining survivor.
The Hag,The Nightmare, and the Demogorgon have counters when "trapping" the Exit Gates.
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Thanks for your feedback!
I see your point about Hindered. It does seem too punishing to survivors that are already injured. My thought process was that just the Deep Wound State wouldn't be enough, as good survivors wouldn't be too affected by it. As for Hindered afflicting survivors if they free themselves, I think it's a fair addition, and would encourage more team play, which could in turn lead to easier escapes from Traps.
Wanted to clarify on the escape part. Failing a skill check will not reset the automatic escape timer, but only the manual escape timer. Survivors would only spend at max fifteen seconds in a trap. Maybe that timer can be lowered to something like twelve or ten seconds, and not include the Hindered effect with automatic escape.
So, toning down the severity of Hindered as well as reducing the time before release in traps seems to be more fair. How's it sound?
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Thanks for replying!
I know the coil add-ons are kinda boring, but I also know a lot of people who really like them and I didn't have many ideas for new add-ons. Thinking back, I would like Mr. Trap to have a perk-like add-on similar to Nurse. Something like "picking up a survivor from a trap will give Trapper the Agitation effect" or "when a survivor is trapped, you break pallets and generators faster for a certain period of time."
Tried to make Brutal Strength more effective in higher level play. Even if a change like this game, I don't see it being used much more often, but I feel like it's a good change. It'll change up the gameplay a bit too, as survivors will be a bit more cautious when camping the pallet.
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Yeah... and...?
What if there's more than one survivor left? What if the full squad finished all five generators?
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I think that trap disarming should be changed. Instead of setting off the trap and making an unavoidable loud noise, what if the survivor lodges something into the hinge to prevent it from closing?
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While I do agree that trapping the exit gates with only one survivor left is completely unwinnable as the survivor, how could lodging the traps avoid abuse?
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It could not. One thing that would be in the survivor's favor is disarming and sabotaging it.. but chances are he won't have time to do both before trapper is back.. I mean, time would be better spent opening the gate than sabotaging
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