http://dbd.game/killswitch
Trapper vs Object
The general benefits Object of Obsession provides to a team are already enough to force most Killers to eliminate the Object asap to stand a fighting chance in matches. They have been mentioned in other posts before.
I´m a Trapper/Myers main and I´m deeply frustrated about how this perk is even stronger against Trapper than any other Killer.
Going into a match and immediately being watched by an Object feels extremely oppressive. It makes preparing the map impossible since every trap that gets placed is immediately rendered useless. The object will tell their team members about them and when it´s safe to go and disarm.
There are only two ways left to use traps.
A) Having the Object within TR. A good object user will of course try to avoid this to spot every trap, so it´s hard to pull off and these traps are very predictable - not very useful. This already weak "counter" only ever works if there´s only 1 Object on the team.
B) Traps that are placed mid-chase. They are not effective and all they do is force a relocation to the next tile. By the time the chase has led there, the just placed trap will also be disarmed. Back to square one, repeat.
One might think undetectable could be an option to fight it, but it isn´t. Due to the heavy limitations in carrying capacity and availability of bear traps there is no way to put them to good use in a reasonable time frame. It´s already a race against the clock to establish a setup before the first 3 gens have been completed.
In essence, the simple act of using Object takes away 95% of Trappers power. So the Killer is forced to take the chase the Object has prepared beforehand or not have a power in the match at all. No matter what the Trapper does, he´s fighting against overwhelming odds, which have no cost for the team other than taking up a perk slot or 2. No other perk in the game is an actual hard counter for a Killers power (Beartraps aren´t even among the strongest to begin with).
How can this issue be resolved?
There have been numerous suggestions recently with options to rework object or nerf it to a reasonable level. Many of them remove the extreme advantage it gives a team over a Trapper.
If that´s not an option, change Trappers basekit to no longer being hard countered by Object. I´m not sure how this could be done other than making him undetectable by default, which of course would be too much of a buff. So changing Object seems more applicable.
I´d like to know whether you think the way Trapper is affected by Object is balanced or not. As of now, playing Trapper against a strong Object team is the most miserable DBD experience I´ve had so far.
Yours truly,
Slashstreetboy
Comments
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again, another issue with SWF comms more so than OoO (even though OoO is still an enabler of the issue).
Honestly, I don't think solo survivor gameplay and SWF gameplay can ever be truly made similar enough in the same gamemode while still keeping the atmosphere that makes DbD what it is, which is somewhat disappointing.
However, if somehow DbD miraculously incorporated Among-Us style rules on voice chat use, then I would be behind that mentality shift. How would this be done, when, and in what way? I have no idea. Idk if it could even make sense. This is just a stray cloud from a brainstorm.
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Yes, it´s also a SWF issue. As Trapper, you pick up a habit to relocate the used traps that either catched someone or were discovered anyway. If you gamble on the Survivors being solos, more often than not it will backfire.
But not even that is feasible when their team has Object(s). In case of Trapper, you´re right, this perk is the enabler of depriving him of his power ez for the entirety of the match or until the Object is gone.
I agree with your Solo vs SWF point to a degree, since I think we still got a little room to bring the two very different Survivor experiences a little closer together.
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