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The Tar Bottle and Trapper suggestions
For those of you that don't know, the Tar Bottle makes your traps considerably darker for the Trapper.
This addon is god-tier, its the best addon on the Trapper (after the bags of course) by far. If you are playing Trapper at red ranks this addon is a must have. Without it, your traps will not work, ever.
So, if you are playing as the Trapper in the red ranks, you can't put any addons since you must have a bad addon and now you must have the tar bottle. If you want to at least try to win, you have to use these addons. This design basically kills creativity in addons for the Trapper. This should be fixed.
While we are on the subject of the Trapper, I think we all agree that he needs a buff. A decent Trapper player can't compete against a good SWF group. So, how do we fix this juggly boi ? Like this :
- The Tar Bottle should be nerfed but base traps should be moderately darker (so that you are not addon dependent) or you can just make the Logwood Dye base but I think that wouldn't make a lot of difference.
- In big maps or in indoor maps some traps are very hard to reach. There should be a limit on how far traps can spawn. Something like : every trap spawns 45 metres away from the middle of the map or something.
- If a teammate comes to save a survivor from the trap, it takes like 2.5 seconds (I couldn't find the numbers on the wiki). It should be something like 4 seconds.
- If an injured survivor gets caught in a trap and escapes, the survivor doesn't go down. Literally nothing happens. I think if an injured survivor gets caught in a trap, the survivor should be downed.
- If you put on any bag addons, you increase the amount of traps you have in the game. This shouldn't be like this. Just put an extra 2 traps into the map so you start with 8 traps (1 in your hand and 7 in the ground) and when you equip a bag addon, it uses 1 or 2 of those traps.
If you read this far, thank you and have good day ! You can tweak the number by the way.
Edit : Auras count but they are gonna fix them so I didn't talk about it.
Comments
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I feel like they should also increase the trap hit box size a little. Nothing crazy, but the fact that survivors can shimmy past traps in a lot of places because the trap hit box is so small is a bit stupid. Even if you’re amazing at placing traps and account for their size, you’re still limited in what areas you can actually close off by how small they are.
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@xenotimebong eventhough the hitbox is small, but if u look through it. It will be like this, unsafe area is really large.
@Erk I made too many Trapper suggestion posts already. Some of your idea is really strong (4th & 5th). Remember a small change can make a big different to Killers (able to re-setup trap on ground is already a great thing)
My ideas would be (mean to easy to change)
Start with 1 trap, able to carry 2
All traps spawn 30m away from the edge of the map
Just these 2 and I believe Trapper will be in good spot.
My further (crazy) ideas:
Trapped survivor takes 3 success skill check to escape trap, (5 skill check with Green stone). Skill check zone affected by Unnerving presence
Disarm trap spawn a skill check, fail skill check will trap the survivor. Skill check zone affected by Unnerving presence
Ability to setup deep traps: take x3 times, but traps go deep under the ground, only on grass terrain
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I liked this "rework" idea but I think staead of turning the honing stone kinda base kit (injured survivors goes down if they get free of the trap) mmake it so injured survivors get the Deep Wounds status effect if they get out
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I think all trapper needs is one more trap slot by default and maybe another look at escape chances.
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trapper having trap placement speed addons baseline and darker traps or biggest bag addon baselined would go a long way to making him more usable
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The biggest buff for the Trapper is lowering the RNG. Whenever I play him survivors will get out of traps just around a corner from me within seconds. This is what cucks him the most.
They just need a more reliable system to stop this. Likewise its not fun as survivor when you try 10 times and can’t get out of a trap.
Say you have a dice roll between 1-100
If it lands on:
1-4 survivor gets out on the first attempt
5-14 = 2nd attempt
15-25= 3rd attempt
26-40 = 4th attempt
41-60= 5th attempt
61-75 = 7th attempt
76-86 = 8th attempt
87-96 = 9th attempt
97-100 = 10th attempt
Obviously the numbers aren’t final but you get the idea. If they decide 5 attempts before escape is the balance then the dice roll is set so more often than not it will take 5 attempts before a survivor gets out of a trap, with the 1st attempt and 10 attempts only having a very small chance of occurring.
This adds a lot more stability to the Trapper while also having survivors not feel as screwed.
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