why cant trapper get a buff already?
Hes the poster child. He doesnt even need anything crazy. I suggest 2 minor changes that are also quality of life improvements and make survivors feel way less safe.
1 make him start with 3 traps at base. Not sure the design decision behind forcing him to walk around with 1 trap at the start.
and 2 make it base for when an injured survivor steps in a trap, to where they get the purple stone add on automatically and if they try to free themselves theyll be put into the dying state. Only injured survivors though, they can be freed and not put into the dying state with the help of a teammate.
Not too bad of changes, im just tired of the face of dbd being bad without bag add ons
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I'm ngl, I think the devs should give him a new power. Still using beartraps, but something to make them:
a) easier to place
b) less fatal, but more useful during chases
My idea is give him a power bar that allows him to summon a trap in a spot and will consume half his power bar, then when a trap is disabled, the entity consumes it and gives him back like 1/3 his power bar. (power bar constantly refills at a slightly slow rate) Then, when a survivor is trapped, they have to succeed 3 skillchecks to escape it, then it is consumed by the entity and the survivor is free. This could possibly make it much easier for the trapper to place traps without consuming time and not have to walk all the way across the map. Very rough idea here.
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Can anyone even provide a valid reason for him to not start out with ALL his traps?
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For balance reasons, if they did this I think the max capacity without a bag should be 2.
Rank 1 Trapper main.
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For balance? Sort of vague reason imo.
Has it been tested? What sort of imbalance does it create? He still has to set them up around the map, I just honestly do not see a reason for it in the current meta. I have never seen any legit reason for it and just started to p3 him and find it makes me want to run perks that stall the beginning of the game, whereas I never do that on other killers including Hag. I have played my hag to p3 in red ranks and just see it as awkward to have to run around map to get traps and then set them when hag starts out with all ten.
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That wasn't a direct answer to your question haha. It was a qualifier for my next statement :)
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However, I've seen it argued that the reason Hag starts with all of her traps is because her traps don't directly cause damage/stall a survivor. Trapper's bear traps do.
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As soon as you said power bar i was out. Hes the trapper. He places traps. He doesnt need a power bar as his ability is already limited by tge number of traps he has and how long it takes to place those. All he needs is for his traps to spawn slightly cliser together, allow him to carry 2 at base and buff the trap setting speed by a quarter to a half of a second. Thats it, hes golden.
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Even if he started with all of his traps he'd still have several extremely significant downsides compared to other trap Killers.
His traps take longer to place, take longer to reset and must be manually picked up in order to move them.
Additionally he must be closer to the Survivor for it to be effective compared to hag beyond the injury.
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You guys know there are add-ons that cover all of these, right? Even without them, I usually don't have too hard a time using Trapper.
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Because hed be able to lock down a whole area in about 30 seconds if he could do that. Hed have you 3 genned before you even knew where 3 gens were. 2 to 3 traps at base is sufficient without being oppressive
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Hard agree.
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there is none other than the devs not understanding their own game. They think itll be too powerful most likely
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I think he is fine where he is. He's already had several buffs.
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I guess but his traps can be disarmed. I admit I do not have the hours in trapper yet, I have p3ed almost all my other killers so I am now p3ing the ones I didn't play much, like Trapper, Pig, etc,... but I have enjoyed the games I have played with him recently and stacked about 50 cakes on him so despite having quite a few hours, my 4d understanding of trapper is indeed limited, but I am starting to like playing him more. I have lots of hours as Hag so thats why I want clarification on why he doesnt start with all traps. Thanks for response.
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With just 5 traps, a trapper could easily close off alot of loops and possibly half the map depending. His traps are also the most lethal out of the other 2 trap killers. Imagine your on shelter woods a trapper could easily trap shack and 4 other loops all before you even have half a gen done. Also, preventing a 3 gen becomes significantly harder if a trapper spawns around a 3 gen.
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I've been playing him pretty exclusively lately and he's pretty powerful as is, when you get set up.
Some tweaks could be trapper sack as base, maybe start with one but able to carry two as base. That way you don't get that "I started off in this corner and there is a trap here I'll have to come back for" as its not a great place to set my one trap just to pick up another.
I'm torn on refill from lockers idea, perhaps you can refill from lockers till you have set/carried your max number of traps out, that way you don't have to run around the map collecting them at the start but can't just infinitely refill them from lockers.
Also it means once you have set out your traps you now have to run around collecting them if you want to switch things up. Placement is then the onus of the killer rather than RNG, you have to strategically decide to lay out all traps or save a locker for the end to grab one if you are in a bad spot.
I'd like the mechanics of bear traps to remain the same, rather then they get replaced or vanish like hag. It is fun collecting them, resetting them and thinking of where to move them. It's just slow in the early game when you have to run off into nowhere in order to grab a trap.
It would be good to open a locker fill your 2 traps place them and then plan out use vs re-supply and where to set up. Then as the game progresses you are now going back to grab traps you set rather than RNG placed making his use far more strategic. It also allows you to have one handy for shutting down a loop if you wind up in an inadvertent chase while setting up.
I don't know how feasible this would be in practice as his traps are pretty powerful, the downside to them is you have to run around collecting them, we are removing the downside, outside of 'changing late game placement' scenario which might be too powerful. Hence why I'm torn on the refill from lockers idea.
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The problem is, if you use an addon slot to start with more traps, and you use an addon slot to place traps faster, you are out of addon slots. If he spawned with even one more trap in hand I wouldn't have to use the trapper bag every match.
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buffs? they gave him QOL changes not buffs lol. Hes not drastically better than what he used to be. They buffed his addons however.
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lethal implying they only damage one health state when uninjured and can be escaped? Lethal isnt the right word here.
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Thank you for telling me you're not considering a word I said beyond "power bar", I'll stop reading your post right when I read "I'm out"
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I understand, but the counter debate is, while what you say is true, you forgot to mention Claudette urban evading behind him disarming those traps. He can only be in one place at a time, and while he is at one gen, you can be disarming at another?
I understand the retort, but it leaves out the fact his traps can be disarmed so is it because he becomes too powerful or do survivors run too much and cause him to be OP by their own mistakes? Because traps are not eternal, and it doesnt matter if he sets up 2 or 5 they can be disarmed by that sneaky little pest Dwight. Maybe Im just not thinking it through, I just dont see it the same, I also expect survivors to not play like idiots, because there is a difference between him being OP and survivor habits of running causing him to be OP
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Its one problem, that I'm basically stockpiling bags on him to increase his versatility over using more interesting addons. That said I've done fine with him without using a bag, it just takes a lot longer and more thought about where to place and where to collect from. The stakes are much higher when you play no bag trapper.
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This is the main problem with all traps at the start, and a good point with the refill from lockers idea, would it make it too easy to make a 3 gen minefield and just hard camp it.
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This would honestly be too strong. You can shut down basically every loop around 3 gens if you just start with them all and can carry them as you please. It would be beatable by a well coordinated team, but your average solo queue players would likely get destroyed by this kind of setup.
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Gotcha, ok, it revolves around the 3 gen strat, I can understand that.
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He doesn’t need a lot, just the brown bag add on as base to make him less utterly dependent on bags, and maybe something to make the RNG nature of his power feel less frustrating on both sides. Something like making escaping a trap an action, rather than an RNG attempt over and over. It’s annoying whether you’re the survivor who hasn’t escaped on their 20th attempt or the Trapper who lost someone in a trap around the corner on their 1st attempt. If it was a flat 10 seconds or whatever, at least it would be consistent. Plus his “reduced chance of escape” add ons could just be changed to increase the time it takes to free yourself.
And yes, anything to make an injured survivor stepping in a trap suffer some kind of penalty for their carelessness. As it is now they just disarm the trap and run away no worse off, even freaking Deep Wounds would be better than nothing.
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Yeah but since they added in tge reset survivors disarming traps is almost whatever. Survivors disarm, you rearm it, they forget and get snapped. No biggie.
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That was the most important part of tge message so thats fine. Not every killer needs a power bar
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I ain't saying they do, but literally any killer can have a power bar, it's just a visual indicator of it's use. I mean like you can put on on wraith's uncloak and recloack. It's just a visual.
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I want a Trapper that can play his traps down like Freddy so they set themselves after 2 seconds but has to wait 5 seconds to set another and can get more from lockers so he doesn't have to just walk. He can grab some from a locker or grab one off the ground and let him carry 3 at a time. Boom. Scary Trapper. Let the Entity help him a little.
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One thing that should be changed as well that would be both good and bad for him (probably would be better) is the struggle out of trap mechanic. right now it either takes 1 try or 200 tries, and it can be infuriating for both the trapper and the survivor. maybe make it a progress(charges) bar and 10 seconds or so to struggle out?
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The others can't injure, immobilize, or put you into death state. This is what the devs have said on why Hag and Demo start with all their traps but not trapper. Hags traps hinder your movement, and demo only makes you oblivious to him if you can't hear his 200dB footsteps.
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honestly just making his trap placement speed addons and 3 extra traps on start up would be a massive quality upgrade for him, maybe make the yellow darker traps" addon baseline and i'd say he'd go up abit in fun
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ever wonder why hag is miles above trapper in terms of strength? because she doesnt waste time walking around the map picking up her power.
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Truthfully killer tiers besides Nurse are completely subjective. Top-tier hags and trappers could convince someone why their main is the best killer in game.
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Can we not have anymore power bar for killers
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People said that like 3 chapters ago, nobody cares, they're not making killers awful, that's you not knowing how to use it effectively.
Ever since Clown, we have gotten 7 killers with power bars. They're not that bad.
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bUt OtZ iS gOoD aT tRaPpEr So HeS oP
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he need to be able hold more then 1 trap at a time basekit.
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As Trapper main, your buffs are too much. Remember Clown got a slight buff that not slow down when throwing is already put him in decent spot.
For me: Start with 1 trap, able to carry 2. Traps spawn 30m away from edge of maps. And there we go.
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All his traps could become extremely oppressive with basement Trapper. That said I feel like the suggestion I've seen of starting with 3 at base would be a great buff.
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