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Trapper traps should only be triggered by Saboteur or Toolbox.

Right now, anyone can trigger traps if they find them and if some survivors just make it their sole goal to disable traps while you're chasing someone, they basically take all the effort the trapper had to put into the game and just straight out remove it, leaving him with nothing, because setting up traps in a new location requires time, which the killer won't have during a trial, especially not if the strategy was a 3 gen lockdown.

My suggestion is to have his traps function like hooks. Only be able to disable it using the Saboteur perk or a toolbox.

If the trapper has a trap disabler while trying to go for a 3 gen lockdown, all the setup is gone. Also, there are not enough traps on the map to lock down an area completely, so survivors can still avoid the traps or potentially dead hard through them, which would make the trap a hinderence to the trapper himself.

I'd personally be happiest if survivors couldn't mess around with the traps at all, but there should be a way to bypass trapped exit gates and such. This suggestion would either make the rate at which survivors can disable traps very slow, if they use Saboteur or it would have the survivors deplete charges from the toolbox if they deem it necessary, which slightly reduces their effectiveness on a gen.

Comments

  • AhoyWolf
    AhoyWolf Member Posts: 4,645

    I not really the biggest fan of the idea, what if the Trapper carries a helpless Dweet into the basement, then traps all exits, you cannot save the poor Dweet if you don't find a toolbox or run Saboteur, and like you mentioned, Exit Gates are a problem aswell.

  • White_Owl
    White_Owl Member Posts: 3,786
    edited November 2020

    That could turn out to be broken af. Well placed traps can totally shut down a loop, if they couldn't be disarmed it would be very easy for the killer to shut down an entire area of the map and defend it with little counterplay possible.

  • Mastermind
    Mastermind Member Posts: 111

    If a basement for example in the shack is completely trapped, that's 3 traps out of the equation. And also, the trapper won't be able to carry the survivor in either. And you could quietly dead hard through the trap so that you don't trigger anything and don't give the trapper a reason to come back to the basement. (Since they themselves can't come back in without picking up and resetting a trap.)

    It takes time investment to set up traps and there is a limited amount of traps. If you decide to heavily shut down a loop, that leaves everything else significantly less well guarded. It would also give more value to toolboxes or Saboteur - Which seems to me like it's a perk, which people only take to do "Sabotage X hooks" daily missions.

  • RocketPenguin
    RocketPenguin Member Posts: 374

    No because then we have the hag problem were you need perks or items to counter a killer