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Trapper changes

Axe
Axe Member Posts: 1,060

How about

1) Trapper can no longer walk on his traps but instead walks over them

2) Trapper spawn with all his traps like Hag and Freddy

Trapper changes 38 votes

Too strong
5%
xEaSeaBass216 2 votes
suggestion 1 is fine suggestion 2 is too strong
36%
BardmichaelmortonRoboMojoKennishitenoresaxThePoliceAwkward_FiendCephalon_LebrondugmanDerZuntorSCP_FOR_DBDJacobDdeadstarRex3 14 votes
Suggestion 2 is fine suggestion 1 is too strong
21%
TapeKnothimynameisvadimSebaOutbreakPior_MortebubbabrothaMissRememberMeundoredoMoravenei 8 votes
Still weak
15%
GibberishFoggyWeather_F60_31musstang62xtr4mejayru 6 votes
Other changes
21%
LavernneTheRockstarKnightAhoyWolfDawnMadnotstarboardRattiusYordsWishIcouldmain 8 votes

Comments

  • TheRockstarKnight
    TheRockstarKnight Member Posts: 2,171
    edited October 2020
    Other changes

    Spawning with all his Traps available would be too strong.

    And while I don't think being able to step over his Traps would be too busted, I just don't think he needs it. He's already crazy good in chase if he's set up well in an area, and ideally he should always want to push Survivors into his Traps; not away from them. Also the animation is absolutely hilarious.

    Honestly, Trapper is in a pretty good spot IMO. The only changes I would give him would be pretty minor strength-wise:

    1. He can CARRY all of his Traps at one time. If he goes near a Trap that's out of the way while in chase or spawns next to one but doesn't spawn near a good place to trap, he should always be able to just pick up the Trap.

    This is the main reason his Bag and Sack add-ons are so necessary; being able to carry just one trap at a time absolutely sucks. If he could carry every trap with basekit, the additional Traps provided by the add-ons would still make them good (Trapper Bag and Stitched Bag could both be buffed by one Trap, so one isn't made redundant by this change).

    -

    2. His Traps should spawn near generators. I think this is obvious. He shouldn't have to wander into the middle of nowhere to acquire his power and then wander back; put his Traps in places he'll already be going. Having them spawn near generators would be a relatively easy guideline to keep them from spawning in some Entityforsaken corner of the map.

    -

    3. Buff Logwood Dye. This add-on is near worthless compared to Tar Bottle.

    I'd suggest giving Logwood Dye Tar Bottle's effect, and changing Tar Bottle into a different add-on that camouflages the Trap based on the floor it's set on. Not so much as to make it invisible; just to make it harder to spot on floors that aren't brown or dark green.

    -

    4. Rework his spring and coil set of add-ons. Bloody Coil is really strong, but the others are bad. He's generally not going to be able to stop someone from disarming his Traps unless he's already right on top of them.

    Personally I'd suggest these add-ons provide aura reading on Survivors who completely disarm Bear Traps or Survivors while they disarm Bear Traps.

    -

    5. Remove the Luck boost to Self-Escaping and lessen the RNG element from Escaping Bear Traps. People shouldn't Escape first try or be stuck in his trap for 3 or 4 minutes just because of RNG. Likewise, Trapper needs to have a baseline so he can be able to try and judge whether or not it's worth it to abandon a chase and go for a Trapped Survivor.

    Personally I'd suggest a minimum of 3 tries to Escape and a maximum of 8. Wax Brick and other add-ons can buff these values. Like Pig's Party Hats, the number of tries is determined when you step into the trap, not during the attempts.

  • milwaukee354
    milwaukee354 Member Posts: 316

    I think the trapper shouldn't be able to use traps all game he should have a certain amount and once used they're broken and he shouldn't get alerts when disabled

  • notstarboard
    notstarboard Member Posts: 3,903
    Other changes

    I like where you're coming from with suggestion 2, but I think that would be a bit too strong. I wish they'd just make the common bag add-on part of his base kit.

  • dugman
    dugman Member Posts: 9,713
    suggestion 1 is fine suggestion 2 is too strong

    Trappers traps are more powerful than Hags so they do need to be more limited. That being said I could see maybe Trapper can carry one trap base, like he does now, but can grab additional traps from lockers rather than having to run all over the map to get them. Being in lockers would be more time efficient than the current system but still take more time than Hag and Freddy do to place their traps.

  • lachenstars
    lachenstars Member Posts: 66

    I don't understand why the devs haven't at least made Trapper able to carry 2 traps baseline. It's such a simple change that would make a big difference. I like the ideas that either traps can be gotten from lockers / or spawn near generators. Having to juggle traps is the key problem, though. Also, as I assume many have pointed out, the RNG on escaping his traps is ridiculous. 3-8 attempts should be standardized, and also it should take at least twice as long for other survivors to untrap whoever is stuck. If an injured survivor steps in a trap, having them go into a deep wound state would be very nice, instead of them escaping with no penalty. Finally, I think it'd be nice to increase the Trapper's movement speed if he is not carrying any traps. I think Trapper is super fun but easily the worst Killer in the game, and he deserves some love.

  • Bard
    Bard Member Posts: 657
    suggestion 1 is fine suggestion 2 is too strong

    Trapper doesn't need to hold six traps at once. That's a little much.

    Three at the start and gathering the other three over time makes more sense to me.