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TRAPPER IS GETTING BUFFED

HE CAN RESET TRAPS WITHOUT PICKING THEM UP

Comments

  • AvisDeene
    AvisDeene Member Posts: 2,396

    I hope so. Trapper is a lot of fun, but with how fast matches go, I’ve shelved him and he’s collected a bunch of dust.

  • SnakeSound222
    SnakeSound222 Member Posts: 4,467

    ######### YES!

    This should've been a part of his base kit from day 1, but it's good that they're finally adding this. Hopefully that's not the only buff he gets. He really needs the bag add-ons to be part of his base kit.

  • Groxiverde
    Groxiverde Member Posts: 767
    edited February 2020

    How do you know it??? I haven't seen any leak or anything.

    Edit: nvm probably info taken from the stream

  • Mr_K
    Mr_K Member Posts: 9,226

    He's getting all his traps at the start!

    No?

    Well, okay then.

  • ClickyClicky
    ClickyClicky Member Posts: 3,536

    @McLightning

    Trapper is now OP

  • DwightOP
    DwightOP Member Posts: 2,328

    Source?

  • Archimedes5000
    Archimedes5000 Member Posts: 1,620

    AFTER 2 THOUSAND YEARS OF DEVELOPMENT...

  • AkiTheKitten
    AkiTheKitten Member Posts: 670

    Crab rave time

  • Alice_pbg
    Alice_pbg Member Posts: 6,556

    Yes. But sometimes it doesn't move 5 miles to the left, or someone disarms it and it stays in place.

    It helps for those situations

  • dbizzle
    dbizzle Member Posts: 96

    He should be getting nerfed. no other other killer can down you when youre on the other side of the map

  • Science_Guy
    Science_Guy Member Posts: 2,031

    If he's not getting another kind of trap, I can't care, honestly.

  • FairP1ayer
    FairP1ayer Member Posts: 500

    I’d love it if at least his Purple stitched bag allowed him to spawn with all his traps and carry up to 3 after they’ve been placed.

  • Acromio
    Acromio Member Posts: 1,737

    No, he's not. He's just getting a minuscule qol change.

  • RobMeister88
    RobMeister88 Member Posts: 351

    Bro #########? Trapper is OP now no counter play whatsoever devs please nerf Trapper to 110% to compensate for this unfair buff. My yellow rank friends are literally crying right now. Trapper is now S tier confirmed.

  • Warlock_2020
    Warlock_2020 Member Posts: 1,867
    edited February 2020

    About time. Now, can we start carrying one extra trap at a time? Maybe even step over our trap? Tired of watching people DH over my trap, and I have to go around like a lumbering idiot. lol

    Furthermore, could we get a rare addon that lets us change the type of trap he has? Perhaps trap gens to blow up, or boxes, totems, etc. I think that would be rather fun.

    Pipe dream, I know....but setting a trip wire to cause survivors to become exhausted when they stumble over it would be kind of fun.

  • dbdwow
    dbdwow Member Posts: 17

    Prior to the start of game, activated traps should be automatically placed throughout the map.

  • Inji
    Inji Member Posts: 1,096

    Good news all together. QoL for our trapper boy.

  • TWiXT
    TWiXT Member Posts: 2,063
    edited February 2020

    Only If they balance it so that Trapper takes Half the time resetting ground traps than he does planting them. There are 2 factors for resetting a ground trap:

    1. it was disarmed by survivors and remains where it was set.
    2. It trapped a survivor, and is no longer in the same place in which it was set.

    In the first case, resetting a trap you already set but was disarmed shouldn't take the same amount of time as setting the trap as if you had picked it up and set it down. in the second case, Most trappers will realize that the trap is now off center from the originally set position, and will pick it up and reset it in its proper place, which will take the normal amount of time + picking it back up. I will only truly appreciate this change if disarmed traps are reset in half of the time it took to set them in the first place, otherwise, while still an improvement, it will do nothing for helping the trappers overall time management.

  • ApeOfMazor
    ApeOfMazor Member Posts: 471

    Yeah pretty sad this is praised. I guess its the only good news they can give before they nerf Noed to the ground.

  • Thatbrownmonster
    Thatbrownmonster Member Posts: 1,640

    I remember mclean saying on stream "If I was the gameplay director I would make trapper be able to reactivate his traps by pressing control"

    Guess it finally happened

  • TWiXT
    TWiXT Member Posts: 2,063
    edited February 2020

    Hardly, Trappers take 2.5 seconds to set a Trap, which in survivors running distance means they run 9 meters away while he sets them. Add in the fact that survivors only take 3.5 seconds to disarm the trap by default, and that other survivors can step on a trap without being caught in it as long as someone else is disarming it + Dead Hard, Small Game, and Maps that reveal the traps, then that means that trapper will still have a time/counter disadvantage against the survivors in whole. If they leave the grounded trap setting at the same amount of time it takes to set a trap normally, this will hardly be much of an advantage for the trapper at all. You're over exaggerating this change by calling it "Overpowered" since trapper only has 6 traps to start with (one in hand and 5 in map he has to collect and set) and that can only be increased to a maximum of 8 traps with a bag add-on. Add in the fact that unless they are using the Tar Bottle add-on, Traps are already very easy to see, and trapper is still a pretty weak killer. All this change does is make it so that Trapper can reset disarmed traps on the ground without having to take the .5 seconds to pick them up first. So, its a slower version of his Ultra Rare Iridescent Stone add-on, that requires him to do all the legwork for resetting the traps.

    That isn't the definition of "Overpowered" when it comes to his power, which is still the only power in the game that survivors can outright deny him by sabotaging traps. Overpowered would be if they made him start with all 6-8 traps on hand from the beginning and all he had to do to set them was to spend .3 seconds throwing them into place, they always had the Honing Stone add-on effect by default (puts survivors in the dying state when they escape the traps themselves), a Dye add-on that makes set traps invisible to survivors, and the traps have an expanded 4 meter radius where they jump and trap survivors that steps within their area... I think that'd just about do it for what constitutes as "overpowered".

  • Lmronby
    Lmronby Member Posts: 339

    It's a surprise solely because it took them only 4 God Damn Years

  • Carlosylu
    Carlosylu Member Posts: 2,948

    As a rank 1 trapper main, xbox, now I only need to be able to start with more traps without using an addon for it and the Devs to add a new KILLER offering to TAKE AWAY SURVIVORS LUCK for me to actually scream outloud:

  • EridianBlaze
    EridianBlaze Member Posts: 33

    The Huntress would like to know your location. The Nurse would also like to know your location. I know the Nurse cant actually attack you from all the way across the map, but she can easily just Blink up to you and give you and smack.


    Also, Trapper definitely doesn't need any nerfs. He honestly could use a few buffs. Also consider the fact he's the only killer who can be fully denied of any sort of power if his traps are destroyed. Additionally, his Add-on should only really work on you once. As in, you should be smart enough to know he has it after the first time it happens. Also, you should be more careful. It's not the Trapper's fault if you aren't perceptive/cautious about the possibility of nearby traps.


    P.s. I say "You" as in just general Survivors. Not you in specific, dbizzle